Game Wisdom

Game Wisdom

Views:
2,534,245
Subscribers:
11,900
Videos:
5,353
Duration:
171:03:51:50
United States
United States

Game Wisdom is an American content creator on YouTube with roughly 11.9 thousand subscribers. His content totals over 2.53 million views views across roughly 5.35 thousand videos.

Created on ● Channel Link: https://www.youtube.com/channel/UCJPQyAGAbIcXZXfM01oOPOA





Top 200 Most Liked Videos by Game Wisdom


Video TitleRatingCategoryGame
101.Return to the Darkest Dungeon (11) -- Curing the Crimson Curse49Darkest Dungeon
102.When Consumers Go Too Far | Critical Thought, Boyfriend Dungeon Stalking Controversy48Boyfriend Dungeon
103.The Dark Side of Wargaming.net | Perceptive Podcast, Wargaming.net controversy48ShowWorld of Tanks
104.How to "Fail" At the Darkest Dungeon (Epic Shambler Fail)48Darkest Dungeon
105.Revita is a Respectable Roguelike | Revita Review, Revita Game, Roguelikes47ReviewRevita
106.The Abusive Monetization Practices of FOMO | Critical Thought, Game Design Talk47Fortnite
107.A Critical Thought on WRPG vs CRPG Design46Discussion
108.Game Design Lecture Series | ARPG Design45Diablo III
109.Ender Lilies Blighted Lord Boss Guide and Ending C | Ender Lilies Walkthrough45WalkthroughENDER LILIES: Quietus of the Knights
110.How to Play the Darkest Dungeon Part 7: Tide Keeps on Turning44GuideDarkest Dungeon
111.Explaining the Decline in 3D Platformers | Critical Thought44Yooka-Laylee
112.Kamaitachi Beaten | Nioh 2 Beta Boss Guide43GuideNioh 2
113.The Pinball Arcade's Licensing Woes -- Game Industry Insight43The Pinball Arcade
114.Gryphon Knight Epic Speed Run43Gryphon Knight Epic
115.The Secret to Replayable Video Games: Defining Variance (Critical Thought)42
116.Why Sekiro Shadows Die Twice is a Broken, Easy, Game | Dissecting Design42Sekiro: Shadows Die Twice
117.How to Play the Darkest Dungeon Part 10: Fighting the Prophet42GuideDarkest Dungeon
118.Finishing Children of Morta (SPOILER WARNING) | Ending and Final Boss42Children of Morta
119.External vs. Internal Skill Tree Design in Videogames | Critical Thought, Game Design, Game dev talk417 Days to Die
120.Dissecting Design -- What Fighting Games Should Learn From Skullgirls40Skullgirls
121.Perceptive Podcast -- Adventure Game Design with Wadjet Eye Games40ShowUnavowed
122.Why Recettear is Still King of the Shop Simulator Genre -- Critical Thought40Recettear: An Item Shop's Tale
123.The Psycho Build of Payday 2 (Sociopath Build)40Payday 2
124.How to Get Started Building Your First Videogame | Critical Thought, Game Design Tips39Tutorial
125.A Critical Thought on Puzzle Design39DiscussionGood puzzle
126.Zombasite Let's Play Primer39Let's PlayZombasite
127.New Player's Guide to Opus Magnum39GuideOpus Magnum
128.(Head) West of Loathing Let's Play (1) -- Cow Punchin39Let's PlayWest of Loathing
129.How to Play the Darkest Dungeon Part 9: An Unlucky End?38GuideDarkest Dungeon
130.Bad Dream Fever Delivers a Lucid Adventure Game -- Review38ReviewBad Dream: Fever
131.The Secret to Video Game Replayability Lesson One -- What are Biomes?37
132.What Makes Grinding Fun in Videogames | Critical Thought37Forager
133.Dissecting Resident Evil 2's Survival Horror Design | Dissecting Design37DiscussionResident Evil 2
134.How to Define Gameplay in Videogames | Critical Thought37Dark Souls
135.Tips for Successful Steam Store Pages | Critical Thought, Game Dev Tips, Videogame Marketing, Indie37Slay The Spire
136.I Slayed the Spire -- Silent Act 4 Win and Ending (Slay the Spire)37Slay The Spire
137.Darkest Dungeon Guide for New Players Part 4: Going for Broke37Darkest Dungeon
138.A Critical Thought on Making Competitive Games37DiscussionCounter-Strike: Source
139.Let's Play 2Dark -- The Amusement Park36Let's Play2DARK
140.The Impact of Procedural Generation on Game Design | Critical Thought (Game Design Talk)36Spelunky 2
141.George Fan (Plants vs Zombies Creator) on Game Design | Perceptive Podcast36ShowPlants vs. Zombies
142.How to Play the Darkest Dungeon Part 8: Preparing for Battle36GuideDarkest Dungeon
143.A Critical Thought on Gacha Design36Discussion
144.The Limitations of Leveling in Game Design | Critical Thought36Diablo III
145.A Lesson in Bad Tutorial Design Featuring Stellaris | Critical Thought35TutorialStellaris
146.Zen Studios' Huge Gain With Classic Pinball Tables -- Industry Insight35DiscussionPinball FX3
147.What The Indie Market Means for Designers Today | Critical Thought, Game Design Talk, Indie Game Dev35
148.How Resident Evil 1 Remastered Improved Horror Game Design35Resident Evil
149.The Difference Between Procedural and Randomly Generated Content in Video Games-- Critical Thought34No Man's Sky
150.Dissecting Design -- The Alluring Design of the Idle/Clicker Genre34Clicker Heroes
151.Dissecting Design -- The Flow of Hotline Miami34Hotline Miami 2: Wrong Number
152.Dissecting Design -- The Procedurally Generated Greatness of Spelunky34Spelunky
153.A Critical Thought on Creating Enemy Behaviors in Game Design34
154.The Hunter's Final Boss in Enter the Gungeon34Enter the Gungeon
155.Dissecting Design -- The Accessibility of Plants vs Zombies34Plants vs. Zombies
156.A Critical Thought on High Level Racing Game Design34
157.Let's Play Grim Dawn: A Primer34Let's PlayGrim Dawn
158.Victor Vran End Game Level 50 Push34Victor Vran
159.Hellsign Quick Poltergeist Guide -- Fighting the Shadow34GuideHellSign
160.Let's Play Grim Dawn Hardcore (1): The Pain Begins34Let's PlayGrim Dawn
161.Understanding "Moment To Moment" Gameplay | Critical Thought34
162.The Problem of Silent Protagonists in Videogames | Critical Thought33Doom
163.A Critical Thought on RPG Progression33DiscussionDiablo III
164.How to Analyze Game Design Like a Pro | Critical Thought #gamedev #indiedev #videogames33Tutorial
165.Half Life 2 Episode One Complete Play | The One Free Bullet Achievement on Hard33ShowHalf-Life 2
166.Modern Retro Shooters With "Dusk" David Szymanski | Perceptive Podcast, boomer shooters, FPS design33ShowDUSK
167.How to Build Effective Puzzles in Video Games (Critical Thought)33GuideLa-Mulana
168.A Critical Thought on WRPG vs JRPG Design33Discussion
169.A Reverse Darkest Dungeon -- First Look at Iratus Lord of the Dead33First ImpressionsIratus: Lord of the Dead
170.Shadowman Returns | Shadowman Remastered Review32ReviewShadow Man
171.Hellsign Recorded Stream -- Playing as the Drifter32HellSign
172.Griftlands is a Deckbuilding RPG Wrapped up in a Roguelite | Griftlands Review32ReviewGriftlands
173.Dissecting Design: The Fall of Clockwork Empires32Clockwork
174.How to Design Logical Puzzles in Video Games -- Critical Thought32VlogThe Witness
175.Subnautica Survival Guide (New Player's Guide)32GuideSubnautica: Below Zero
176.Building Battle Brothers -- Overhype Studios Interview32Battle Brothers
177.How to Make Slow Combat Systems Work | Critical Thought #gamedesign #gamedev #indiedev32Tutorial
178.How to Analyze Game Design Like a Pro | Perceptive Podcast31Show
179.Darkest Dungeon Guide for New Players Part 5: Enter the Collector31GuideDarkest Dungeon
180.A Critical Thought on Why Your Core Gameplay Loop is Important31
181.Treasures of the Aegean is a Hidden Gem | Review, Treasures of the Aegean review31Treasures of the Aegean
182.New Nioh Mission NG+ Crushed -- Secrets of the Dead31Let's PlayNioh
183.The Biggest Game Design Trap of First Time Developers | Critical Thought31Discussion
184.A Critical Thought on Dark Souls 3 vs Bloodborne31Dark Souls III
185.Early Access Development Survival Guide | Critical Thought, Early Access, Game Dev, Indie Game Dev30Guide
186.The Legacy and Future of Star Control | Paul Reiche and Fred Ford Interview, Perceptive Podcast30ShowStar Control II
187.How to Judge a Game's Design Thanks to Achievements | Critical Thought (Game Design Lessons)30Guide
188.Is Extreme RNG Bad For Game Design? (Critical Thought)30FTL: Faster Than Light
189.A Link To An Amazing Game | The Legend of Zelda A Link to the Past Dissecting Design30The Legend of Zelda: A Link to the Past
190.Super Meat Boy Forever Fails Fast | Review (Super Meat Boy Forever )30ReviewSuper Meat Boy Forever
191.Dissecting Design -- How Resident Evil 4 Changed the Game Industry Forever30Resident Evil 4
192.Examining Roguelike Design | Game Design Lecture Series29
193.Defining Points of Interest in Game Design | Critical Thought (Game Design Talk)29Slay The Spire
194.Supraland is a Superlative Metroidvania | Supraland Review29ReviewSupraland
195.Brigador is Back -- Brigador Up Armored Edition Recorded Stream29ReviewBrigador
196.What Makes Movement Fun in Video Games? | Critical Thought, Game Design Lessons, Game Dev,29Super Smash Bros. Ultimate
197.Queen's Wish the Conqueror Continues the Spiderweb Games Formula | First Look29First ImpressionsQueen's Wish: The Conqueror
198.The Deeper Design Behind the Dark Souls Formula -- Critical Thought29Dark Souls
199.The Limits of Battle Royale Game Design | Critical Thought28Apex Legends
200.Dissecting Design -- Super Meat Boy's Platforming Greatness28DiscussionSuper Meat Boy