101. | Return to the Darkest Dungeon (11) -- Curing the Crimson Curse | 49 | | Darkest Dungeon
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102. | When Consumers Go Too Far | Critical Thought, Boyfriend Dungeon Stalking Controversy | 48 | | Boyfriend Dungeon
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103. | The Dark Side of Wargaming.net | Perceptive Podcast, Wargaming.net controversy | 48 | Show | World of Tanks
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104. | How to "Fail" At the Darkest Dungeon (Epic Shambler Fail) | 48 | | Darkest Dungeon
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105. | Revita is a Respectable Roguelike | Revita Review, Revita Game, Roguelikes | 47 | Review | Revita
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106. | The Abusive Monetization Practices of FOMO | Critical Thought, Game Design Talk | 47 | | Fortnite
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107. | A Critical Thought on WRPG vs CRPG Design | 46 | Discussion |
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108. | Game Design Lecture Series | ARPG Design | 45 | | Diablo III
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109. | Ender Lilies Blighted Lord Boss Guide and Ending C | Ender Lilies Walkthrough | 45 | Walkthrough | ENDER LILIES: Quietus of the Knights
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110. | How to Play the Darkest Dungeon Part 7: Tide Keeps on Turning | 44 | Guide | Darkest Dungeon
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111. | Explaining the Decline in 3D Platformers | Critical Thought | 44 | | Yooka-Laylee
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112. | Kamaitachi Beaten | Nioh 2 Beta Boss Guide | 43 | Guide | Nioh 2
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113. | The Pinball Arcade's Licensing Woes -- Game Industry Insight | 43 | | The Pinball Arcade
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114. | Gryphon Knight Epic Speed Run | 43 | | Gryphon Knight Epic
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115. | The Secret to Replayable Video Games: Defining Variance (Critical Thought) | 42 | |
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116. | Why Sekiro Shadows Die Twice is a Broken, Easy, Game | Dissecting Design | 42 | | Sekiro: Shadows Die Twice
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117. | How to Play the Darkest Dungeon Part 10: Fighting the Prophet | 42 | Guide | Darkest Dungeon
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118. | Finishing Children of Morta (SPOILER WARNING) | Ending and Final Boss | 42 | | Children of Morta
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119. | External vs. Internal Skill Tree Design in Videogames | Critical Thought, Game Design, Game dev talk | 41 | | 7 Days to Die
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120. | Dissecting Design -- What Fighting Games Should Learn From Skullgirls | 40 | | Skullgirls
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121. | Perceptive Podcast -- Adventure Game Design with Wadjet Eye Games | 40 | Show | Unavowed
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122. | Why Recettear is Still King of the Shop Simulator Genre -- Critical Thought | 40 | | Recettear: An Item Shop's Tale
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123. | The Psycho Build of Payday 2 (Sociopath Build) | 40 | | Payday 2
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124. | How to Get Started Building Your First Videogame | Critical Thought, Game Design Tips | 39 | Tutorial |
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125. | A Critical Thought on Puzzle Design | 39 | Discussion | Good puzzle
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126. | Zombasite Let's Play Primer | 39 | Let's Play | Zombasite
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127. | New Player's Guide to Opus Magnum | 39 | Guide | Opus Magnum
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128. | (Head) West of Loathing Let's Play (1) -- Cow Punchin | 39 | Let's Play | West of Loathing
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129. | How to Play the Darkest Dungeon Part 9: An Unlucky End? | 38 | Guide | Darkest Dungeon
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130. | Bad Dream Fever Delivers a Lucid Adventure Game -- Review | 38 | Review | Bad Dream: Fever
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131. | The Secret to Video Game Replayability Lesson One -- What are Biomes? | 37 | |
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132. | What Makes Grinding Fun in Videogames | Critical Thought | 37 | | Forager
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133. | Dissecting Resident Evil 2's Survival Horror Design | Dissecting Design | 37 | Discussion | Resident Evil 2
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134. | How to Define Gameplay in Videogames | Critical Thought | 37 | | Dark Souls
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135. | Tips for Successful Steam Store Pages | Critical Thought, Game Dev Tips, Videogame Marketing, Indie | 37 | | Slay The Spire
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136. | I Slayed the Spire -- Silent Act 4 Win and Ending (Slay the Spire) | 37 | | Slay The Spire
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137. | Darkest Dungeon Guide for New Players Part 4: Going for Broke | 37 | | Darkest Dungeon
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138. | A Critical Thought on Making Competitive Games | 37 | Discussion | Counter-Strike: Source
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139. | Let's Play 2Dark -- The Amusement Park | 36 | Let's Play | 2DARK
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140. | The Impact of Procedural Generation on Game Design | Critical Thought (Game Design Talk) | 36 | | Spelunky 2
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141. | George Fan (Plants vs Zombies Creator) on Game Design | Perceptive Podcast | 36 | Show | Plants vs. Zombies
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142. | How to Play the Darkest Dungeon Part 8: Preparing for Battle | 36 | Guide | Darkest Dungeon
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143. | A Critical Thought on Gacha Design | 36 | Discussion |
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144. | The Limitations of Leveling in Game Design | Critical Thought | 36 | | Diablo III
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145. | A Lesson in Bad Tutorial Design Featuring Stellaris | Critical Thought | 35 | Tutorial | Stellaris
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146. | Zen Studios' Huge Gain With Classic Pinball Tables -- Industry Insight | 35 | Discussion | Pinball FX3
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147. | What The Indie Market Means for Designers Today | Critical Thought, Game Design Talk, Indie Game Dev | 35 | |
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148. | How Resident Evil 1 Remastered Improved Horror Game Design | 35 | | Resident Evil
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149. | The Difference Between Procedural and Randomly Generated Content in Video Games-- Critical Thought | 34 | | No Man's Sky
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150. | Dissecting Design -- The Alluring Design of the Idle/Clicker Genre | 34 | | Clicker Heroes
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151. | Dissecting Design -- The Flow of Hotline Miami | 34 | | Hotline Miami 2: Wrong Number
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152. | Dissecting Design -- The Procedurally Generated Greatness of Spelunky | 34 | | Spelunky
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153. | A Critical Thought on Creating Enemy Behaviors in Game Design | 34 | |
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154. | The Hunter's Final Boss in Enter the Gungeon | 34 | | Enter the Gungeon
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155. | Dissecting Design -- The Accessibility of Plants vs Zombies | 34 | | Plants vs. Zombies
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156. | A Critical Thought on High Level Racing Game Design | 34 | |
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157. | Let's Play Grim Dawn: A Primer | 34 | Let's Play | Grim Dawn
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158. | Victor Vran End Game Level 50 Push | 34 | | Victor Vran
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159. | Hellsign Quick Poltergeist Guide -- Fighting the Shadow | 34 | Guide | HellSign
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160. | Let's Play Grim Dawn Hardcore (1): The Pain Begins | 34 | Let's Play | Grim Dawn
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161. | Understanding "Moment To Moment" Gameplay | Critical Thought | 34 | |
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162. | The Problem of Silent Protagonists in Videogames | Critical Thought | 33 | | Doom
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163. | A Critical Thought on RPG Progression | 33 | Discussion | Diablo III
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164. | How to Analyze Game Design Like a Pro | Critical Thought #gamedev #indiedev #videogames | 33 | Tutorial |
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165. | Half Life 2 Episode One Complete Play | The One Free Bullet Achievement on Hard | 33 | Show | Half-Life 2
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166. | Modern Retro Shooters With "Dusk" David Szymanski | Perceptive Podcast, boomer shooters, FPS design | 33 | Show | DUSK
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167. | How to Build Effective Puzzles in Video Games (Critical Thought) | 33 | Guide | La-Mulana
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168. | A Critical Thought on WRPG vs JRPG Design | 33 | Discussion |
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169. | A Reverse Darkest Dungeon -- First Look at Iratus Lord of the Dead | 33 | First Impressions | Iratus: Lord of the Dead
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170. | Shadowman Returns | Shadowman Remastered Review | 32 | Review | Shadow Man
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171. | Hellsign Recorded Stream -- Playing as the Drifter | 32 | | HellSign
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172. | Griftlands is a Deckbuilding RPG Wrapped up in a Roguelite | Griftlands Review | 32 | Review | Griftlands
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173. | Dissecting Design: The Fall of Clockwork Empires | 32 | | Clockwork
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174. | How to Design Logical Puzzles in Video Games -- Critical Thought | 32 | Vlog | The Witness
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175. | Subnautica Survival Guide (New Player's Guide) | 32 | Guide | Subnautica: Below Zero
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176. | Building Battle Brothers -- Overhype Studios Interview | 32 | | Battle Brothers
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177. | How to Make Slow Combat Systems Work | Critical Thought #gamedesign #gamedev #indiedev | 32 | Tutorial |
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178. | How to Analyze Game Design Like a Pro | Perceptive Podcast | 31 | Show |
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179. | Darkest Dungeon Guide for New Players Part 5: Enter the Collector | 31 | Guide | Darkest Dungeon
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180. | A Critical Thought on Why Your Core Gameplay Loop is Important | 31 | |
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181. | Treasures of the Aegean is a Hidden Gem | Review, Treasures of the Aegean review | 31 | | Treasures of the Aegean
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182. | New Nioh Mission NG+ Crushed -- Secrets of the Dead | 31 | Let's Play | Nioh
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183. | The Biggest Game Design Trap of First Time Developers | Critical Thought | 31 | Discussion |
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184. | A Critical Thought on Dark Souls 3 vs Bloodborne | 31 | | Dark Souls III
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185. | Early Access Development Survival Guide | Critical Thought, Early Access, Game Dev, Indie Game Dev | 30 | Guide |
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186. | The Legacy and Future of Star Control | Paul Reiche and Fred Ford Interview, Perceptive Podcast | 30 | Show | Star Control II
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187. | How to Judge a Game's Design Thanks to Achievements | Critical Thought (Game Design Lessons) | 30 | Guide |
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188. | Is Extreme RNG Bad For Game Design? (Critical Thought) | 30 | | FTL: Faster Than Light
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189. | A Link To An Amazing Game | The Legend of Zelda A Link to the Past Dissecting Design | 30 | | The Legend of Zelda: A Link to the Past
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190. | Super Meat Boy Forever Fails Fast | Review (Super Meat Boy Forever ) | 30 | Review | Super Meat Boy Forever
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191. | Dissecting Design -- How Resident Evil 4 Changed the Game Industry Forever | 30 | | Resident Evil 4
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192. | Examining Roguelike Design | Game Design Lecture Series | 29 | |
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193. | Defining Points of Interest in Game Design | Critical Thought (Game Design Talk) | 29 | | Slay The Spire
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194. | Supraland is a Superlative Metroidvania | Supraland Review | 29 | Review | Supraland
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195. | Brigador is Back -- Brigador Up Armored Edition Recorded Stream | 29 | Review | Brigador
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196. | What Makes Movement Fun in Video Games? | Critical Thought, Game Design Lessons, Game Dev, | 29 | | Super Smash Bros. Ultimate
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197. | Queen's Wish the Conqueror Continues the Spiderweb Games Formula | First Look | 29 | First Impressions | Queen's Wish: The Conqueror
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198. | The Deeper Design Behind the Dark Souls Formula -- Critical Thought | 29 | | Dark Souls
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199. | The Limits of Battle Royale Game Design | Critical Thought | 28 | | Apex Legends
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200. | Dissecting Design -- Super Meat Boy's Platforming Greatness | 28 | Discussion | Super Meat Boy
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