301. | The Artist Dilemma In Game Development | Critical Thought | 20 | |
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302. | Examining Event Triggers in Game Design | critical thought, game design lesson | 20 | | Resident Evil 2
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303. | Understanding Video Game Balance With Your Baseline Design | Critical Thought, game Design Lesson | 20 | |
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304. | Galaxy of Pen and Paper Let's Play (1) -- Beginning the PNPRPG | 20 | Let's Play | Galaxy of Pen & Paper
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305. | When to Think Outside the Game Design Box | Critical Thought, Game Design lessons, gamedev, indiedev | 20 | |
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306. | Why Videogame Chores are Better Than Real Ones | Critical Thought, #Gamedesign #gamedev #indiedev | 20 | |
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307. | Why Morality Systems in Games Don't Work -- Critical Thought | 20 | |
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308. | How Roguelikes Teach Life Lessons | Critical Thought | 20 | Let's Play |
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309. | Darkest Dungeon Guide for New Players Part 6: Weald Weariness | 20 | Guide | Darkest Dungeon
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310. | Mobius Front '83 Goes for An Advance-ier Wars | Mobius Front 83 review | 20 | Review |
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311. | The Pain Points and Progress Killers of Gameplay | Critical Thought #gamedesign #gamedev #indiedev | 20 | |
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312. | Sucker For Love: First Date is a Lovecraftian Love Story | Review | 20 | | Sucker for Love: First Date
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313. | A Nioh NG+ Nightmare -- Hyakki Yagyo | 20 | Let's Play | Nioh
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314. | How to Get GUI Design | Critical Thought #gamedev #gamedesign #indiedev | 20 | Tutorial |
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315. | Dusk's Insane Finale is here -- Episode 3 Hard Play | 20 | Show | DUSK
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316. | Beanslinging Magic in West of Loathing (Hard Mode) | 20 | Let's Play | West of Loathing
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317. | The Basics of Movement in Game Design | Critical Thought | 20 | | Dark Souls
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318. | Welcome to Josh Wisdom | 20 | |
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319. | Reviewing the Store Page of Sandwalkers | Indie Inquiries #33, Indie Game Marketing Tips | 20 | | Legend of Keepers
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320. | The Pros and Cons of Platform Creation With Path of Titans | Perceptive Podcast | 20 | Show | Path of Titans
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321. | The Pros and Cons of Personalization in Videogames | Critical Thought | 20 | | Dark Souls
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322. | A Critical Thought on Curing Gameplay Hoarding Syndrome | 20 | |
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323. | Tiny Thor is a Terrific Platformer | Tiny Thor Review #indiegames #platformer | 20 | Review | Tiny Thor
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324. | The Risks and Rewards of Game Genre Mashups | Critical Thought, Game Design Talk, | 20 | | Streets of Rage 4
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325. | Let's Play Dark Quest 2 (1) -- Meet the Team | 20 | Let's Play | Dark Quest 2
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326. | Bloodstained Ritual of the Night Review | Measuring Metroidvania Design | 20 | Review | Bloodstained: Ritual of the Night
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327. | Explaining Environmental Design vs. Level Design in Videogames | Critical Thought | 20 | | Prey
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328. | The Challenge of Creating Skills in Videogames | Critical Thought #gamedesign #indiedev #gamedev | 20 | |
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329. | Cursed Castilla Complete Run With Good Ending | 20 | Let's Play | Maldita Castilla
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330. | The Basics of Making a Great Action Game | Critical Thought, Game Design Talk, Game dev, Indie dev | 20 | | Dark Souls
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331. | Faithfully Talking About Modern Horror With Airdorf | (Perceptive Podcast), Faith The Unholy Trinity | 20 | Show | Trinity
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332. | Are Videogames Too Pricey/Cheap? | Critical Thought (Game Development Talk) | 20 | Discussion |
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333. | Making Movement Feel Right in Videogames | Critical Thought | 19 | | Disney Infinity
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334. | Crafting Customization Systems in Game Design | Critical Thought | 19 | | Payday: The Heist
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335. | Talking Supergiant Games With Greg Kasavin | Perceptive Podcast | 19 | Show | Transistor
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336. | Why Did Vampire Survivors Succeed? | Influential Games Cast #indiegame #vampiresurvivor #gamedesign | 19 | | Vampire Survivors
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337. | The Design Problems of Ninja Gaiden | Dissecting Design | 19 | | Ninja Gaiden
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338. | Why Devil May Cry 5's Microtransactions are a Mistake (Critical Thought) | 19 | | Devil May Cry 5
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339. | A Critical Thought on Power Curves in Game Design | 19 | |
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340. | Answering the Most Profound Game Design Question | Are Videogames Art? | 19 | Discussion |
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341. | New Nioh NG+ Crushed - Tea Time Entertainment | 19 | Let's Play | Nioh
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342. | How to Spot Pay to Win Design in Videogames | Critical Thought | 19 | Tutorial | South Park: Phone Destroyer
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343. | Let's Play Enter the Gungeon (16) Meeting the Lord of the Jammed | 19 | Let's Play | Enter the Gungeon
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344. | Let's Play 2Dark: Hospice Stealth Run | 19 | Let's Play | 2DARK
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345. | Understanding UX Design in Video Games | Critical Thought, UI/UX Design, accessibility in games | 19 | |
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346. | Ethical F2P Guidelines With Player Friendly Design | Critical Thought, F2P game design | 19 | Guide |
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347. | The Newest area of the Darkest Dungeon -- Fighting the Farmstead | 18 | | Darkest Dungeon
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348. | What Does Mobile Game Design Mean Today? | Critical Thought (Game Design Talk) | 18 | | Genshin Impact
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349. | Halcyon 6 Lightspeed Edition is No Joke | 18 | | Halcyon 6
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350. | Pinpointing Pain Points in Videogames | Critical Thought (Game Development, Game Design) | 18 | |
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351. | Clockwork Empires Second Life? Unofficial Patch Play [Recorded Stream] | 18 | Let's Play | Clockwork
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352. | How Roguelikes Became Accessible Using Persistence | Critical Thought | 18 | | Rogue Legacy
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353. | How to Create Interesting Choices in Gameplay | Critical Thought | 18 | Guide |
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354. | A Critical Thought on Game Pricing | 18 | |
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355. | Zombasite Early Access Spotlight | 18 | | Zombasite
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356. | The Three Elements of Good Level Design in Video Games -- Critical Thought | 18 | |
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357. | Talking Adventure Game Design With Francisco González | Perceptive Podcast | 18 | Show | Lamplight City
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358. | Game Design Guide For 2D Platformer Design | #gamewisdom #gamedesign #indiegame #gamedev #platformer | 18 | Guide | Super Mario Maker 2
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359. | A Critical Thought on Event-Driven Game Design | 18 | Discussion | Driven
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360. | A Critical Thought on When Video Game Difficulty Becomes Cheap | 18 | | Nioh
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361. | Helpful Tips to Improve Playability in Game Design | Critical Thought | 18 | Let's Play | Dark Souls
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362. | Marketing Your Videogame to Influencers | Industry Insight | 18 | Discussion |
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363. | Game Design Discussion | Loot Generation and Design | 18 | Discussion |
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364. | First Look at Super Hydorah -- Return of the Shmup | 18 | Let's Play | Super Hydorah
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365. | A Critical Thought on Depth vs Complexity in Game Design | 18 | | Depth
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366. | Is Crunch Good for Game Development? | Industry Insight | 18 | |
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367. | Let's Play Flinthook -- The Final Battle? | 18 | Let's Play | Flinthook
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368. | The Difficulty of Creating Challenge in Games | Key to Games Podcast , Game Design Talk | 18 | Show |
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369. | Strangely Talking About Adventure Games | Strangeland Developer Interview (Perceptive Podcast) | 18 | Show | Strangeland
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370. | Everything You want to Know About UI Design | Back to Game Design Basics #gamedev #gamedesign | 18 | |
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371. | Odallus: The Dark Call -- Veteran Mode Play Part 1 | 18 | | Odallus: The Dark Call
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372. | First Look at West of Loathing -- The Next Chapter of Kingdom of Loathing | 18 | First Impressions | West of Loathing
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373. | What the Steam Deck Means For Portable Game Design | Critical Thought | 18 | | Neverwinter
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374. | Best Original Games of 2023 | #gamewisdom awards part 5 #indiegames #videogames | 20 | | BOOK OF HOURS
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375. | Lessons in Puzzle Design for Videogames | Critical Thought (Game Design Video) | 18 | | Portal
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376. | Space Robinson Becomes a Repetitive Roguelite | Review | 17 | Review | Space Robinson: Hardcore Roguelike Action
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377. | Open World Design With Konstantinos Dimopoulos | Perceptive Podcast #gamedev #indiedev #gamedesign | 17 | |
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378. | Improving Achievements with Trophy Room Design Philosophy | Critical Thought | 17 | |
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379. | Looking at Level Design and Combat with Max Pears | Perceptive Podcast | 17 | Show |
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380. | Why Procgen Will Not Save Your Gameplay | Critical Thought #gamedesign #roguelike #indiedev | 17 | |
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381. | Lessons on Loot Generation in Videogames | Critical Thought #gamedesign #gamedev #videogames | 17 | |
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382. | Zeroranger 1CC Challenge | Zeroranger Complete Play | 17 | Let's Play | ZeroRanger
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383. | Elevating Gameplay With Aesthetics | Critical Thought, Game Design Talk | 17 | | Paper Mario
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384. | Marketing Misconceptions For Gamedev | Gamedev Roundtable, Game Design Chat | 17 | |
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385. | Why Aesthetics Will Always Win Over Graphical Power | Critical Thought | 17 | | Monster Hunter: World
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386. | Pointing Out the Problems of Power Curves in Game Design | Critical Thought, Game Design Lesson | 17 | | Gwent: The Witcher Card Game
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387. | Slay the Spire's Newest Class | The Watcher Beta Impressions | 17 | | Slay The Spire
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388. | A Critical Thought on Dynamic Difficulty | 17 | Discussion |
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389. | Are There Taboo Topics for Videogames? | Critical Thought, Game Design Talk, Six Days in Fallujah | 17 | | Six Days in Fallujah
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390. | Dusk Returns: Let's Play Episode 2 (1) -- Climbing Into Trouble | 17 | Show | DUSK
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391. | Why Accessibility and Approachability are Important for Game Design | Critical Thought, UX Design | 17 | |
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392. | Discussing Difficulty in Game Design Part 1 | Critical Thought | 17 | Discussion | Super Mario 64
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393. | Designing a Modern Retro RPG with Skald Against the Black Priory | Perceptive Podcast | 17 | Show |
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394. | It's Time for a Turn-Based Festival Showcase | Highlighting TurnBased Fest Night 1 #indiegames | 17 | Show | Darkest Dungeon
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395. | The Big Concerns of Google Stadia | Game Industry Insight | 17 | | Assassin's Creed Origins
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396. | Making "Gamefeel" Work For your Design | Critical Thought, game design talk, game dev lessons | 17 | |
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397. | R Type Final 2 is Made for a Certain "Typer" of Fan | Review | 17 | Review | R-Type Final 2
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398. | What Makes the Collectible Hunt So Addicting in Videogames | Critical Thought | 17 | | A Hat in Time
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399. | How to Design Virtual Cities and Worlds in Videogames | Perceptive Podcast (Gamedev Interview) | 17 | Show |
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400. | What Game Designers Can Learn From JoJo's Bizarre Adventure | 17 | | JoJo's Bizarre Adventure
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