301. | Ultimate Massacre Bonus (Diablo 3) | 909 | Let's Play | Diablo III
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302. | A Critical Thought on RPG Progression | 907 | Discussion | Diablo III
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303. | A Critical Thought on Why Your Core Gameplay Loop is Important | 907 | |
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304. | Grim Dawn B26 Play: Smuggler's Pass and Beyond | 887 | | Grim Dawn
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305. | Octogeddon is Fantastically Fishy | Review | 881 | Review | Octogeddon
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306. | Nioh NG+ Crushed: The Two Kings | 878 | | Nioh
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307. | A Critical Thought on Depth vs Complexity in Game Design | 875 | | Depth
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308. | The Limitations of Leveling in Game Design | Critical Thought | 874 | | Diablo III
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309. | A (Game) Industry Insight Into Learning Game Development | 859 | Tutorial |
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310. | The Chaos Engine Ending | 858 | Let's Play | The Chaos Engine
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311. | First Look at After Death -- Burying Your Metroidvania | 853 | Let's Play |
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312. | Designing Relaxing Gameplay With Low Stake Games | Critical Thought | 847 | |
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313. | Griftlands is a Deckbuilding RPG Wrapped up in a Roguelite | Griftlands Review | 846 | Review | Griftlands
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314. | Greak Memories of Azur Beautifully Trips Over Its Own Coop | Greak Memories of Azur Review | 845 | | Greak: Memories of Azur
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315. | Hard Hat Conquered-- West of Loathing Recorded Stream | 843 | Let's Play | West of Loathing
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316. | The Abusive Monetization Practices of FOMO | Critical Thought, Game Design Talk | 835 | | Fortnite
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317. | A Critical Thought on High Level UI Design Part 1: The Interface | 832 | |
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318. | Mindseize Can't Escape it's Metroidvania Problems | Review | 824 | Review | MindSeize
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319. | The Final Mission of Nioh (Let's Play Nioh Complete Part 9) | 819 | Let's Play | Nioh
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320. | The Game Design Trap of Modern Retro Games -- Critical Thought | 806 | | Shovel Knight
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321. | Ancient Enemy Delivers On a Solitaire RPG | Review | 805 | Review |
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322. | What Makes Grinding Fun in Videogames | Critical Thought | 804 | | Forager
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323. | Space Robinson Becomes a Repetitive Roguelite | Review | 804 | Review | Space Robinson: Hardcore Roguelike Action
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324. | Catching up With Zachtronics | Perceptive Podcast, Zach Barth Interview, Developer Interview | 804 | Show | SpaceChem
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325. | Roguelike Tower Defense and More | Indie Dev Showcase | 802 | Show | Artificial Extinction
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326. | The Design Behind Effective Loot Tables -- Critical Thought | 798 | |
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327. | Downwell: Beating the Game | 797 | | Downwell
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328. | Let's Play Phantom Trigger (Finale) -- Lights Out | 796 | Let's Play | Phantom Trigger
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329. | How Invisible Inc Created Rogue-Like Stealth Gameplay -- Dissecting Design | 792 | | Invisible, Inc.
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330. | The Limits of Realism in Video Games -- Critical Thought | 789 | | The Long Dark
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331. | Prodigal is a Colorful Zelda-Like | Prodigal Review, action adventure games | 788 | | Prodigal
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332. | Building Battle Brothers -- Overhype Studios Interview | 787 | | Battle Brothers
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333. | Renowned Explorers International Society How To -- Understanding the Meta-Game | 787 | Guide | Renowned Explorers: International Society
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334. | Understanding Darkest Dungeon: Meet the Leper | 787 | | Darkest Dungeon
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335. | A Lesson in Bad Tutorial Design Featuring Stellaris | Critical Thought | 786 | Tutorial | Stellaris
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336. | Deep Sky Derelicts Complete Play Stream (Finale) -- Finishing the Mothership | 780 | | Deep Sky Derelicts
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337. | Immortal Defense Video Examination | 777 | | Immortal Defense
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338. | Let's Play Titan Quest Ragnarok (10) To the Frozen North | 777 | Let's Play | Titan Quest
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339. | The Evolution of Loot Systems in Game Design | Critical Thought | 775 | | The Division
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340. | The Joys of Job System Design in Videogames | Critical Thought, Game Design Talk, Game Dev, gameplay | 774 | | Yakuza: Like a Dragon
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341. | A Critical Thought on Conditioning Players | 770 | Discussion |
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342. | Dissecting Design -- The (In)Accessible Nature of Celeste | 770 | | Celeste
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343. | How to Design Logical Puzzles in Video Games -- Critical Thought | 769 | Vlog | The Witness
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344. | How to Play Offworld Trading Company (1): Baby Steps | 763 | Tutorial | Offworld Trading Company
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345. | The Nightmare of Physics-Based Puzzles | #gamewisdom | 759 | |
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346. | Pinball FX 2 Aliens vs. Pinball Spotlight | 752 | | Pinball FX 2
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347. | A Day in the Life of Kazuma Kiryu -- First Look at Yakuza 6's Premium Adventure Mode | 747 | First Impressions | Yakuza 6: The Song of Life
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348. | Asura Beaten -- Normal Difficulty Victory | 728 | Let's Play | Diablo III
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349. | A Critical Thought on Steam Direct | 728 | Discussion | Guild Wars 2
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350. | A Critical Thought on Direct vs. Indirect Competition | 726 | Discussion | Counter-Strike: Source
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351. | Dissecting Design -- Furi and Boss Rush Game Design | 723 | | Furi
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352. | The Greatness of Devil May Cry 3 -- Dissecting Design | 716 | | Devil May Cry 3
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353. | Renowned Explorers International Society: How to Create a Party | 709 | Guide | Renowned Explorers: International Society
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354. | Hardcore Grim Dawn | Forgotten Gods Play Night 2 | 706 | | Grim Dawn
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355. | Let's Play Grim Dawn Hardcore (3): A Walking Tour of Burrwitch | 705 | Let's Play | Grim Dawn
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356. | The Role of AI Development in Game Design | Strategy Game Roundtable, Game Design Talk, Gamedev | 703 | |
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357. | A Critical Thought on Feedback loops in Game Design | 702 | Let's Play |
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358. | Oniken Complete Playthrough | 701 | | Oniken
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359. | A Critical Thought on Dynamic Difficulty | 699 | Discussion |
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360. | Let's Look at Adam Wolfe Episode 1 | 697 | Show | Adam Wolfe
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361. | Let's Play Grim Dawn Hardcore (4): Act 1 Finale | 694 | Let's Play | Grim Dawn
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362. | How to Play the Darkest Dungeon Part 11: Old Hag, New Trinkets | 693 | Guide | Darkest Dungeon
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363. | Four Important Tips For Good Level Design in Video Games | 691 | | Mega Man 11
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364. | The Dichotomy of Dead Cells | Dissecting Design, Game Design Analysis | 689 | | Dead Cells
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365. | A Critical Thought on Power Curves in Game Design | 688 | |
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366. | Let's Examine Space Pirates and Zombies 2 -- Pre-Early Access Build | 687 | Let's Play | Space Pirates and Zombies 2
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367. | Shovel Knight Challenge Mode How To: Unarmed Ascent | 682 | Guide | Shovel Knight
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368. | The Tough Questions of Burden of Command -- Perceptive Podcast | 674 | Show | Burden of Command
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369. | Let's Crush Cultist Simulator (2) -- The Everyday Grind | 674 | | Cultist Simulator
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370. | How to Beat Dancer of the Boreal Valley (Dark Souls III) | 673 | Guide | Dark Souls III
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371. | A Complete Play of Teenage Mutant Ninja Turtles Rescue-Palooza! | 671 | | Teenage Mutant Ninja Turtles III: Radical Rescue
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372. | Prison Architect (2) : Fixing a Hole | 671 | | Prison Architect
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373. | (Head) West of Loathing Let's Play (4) -- The Hair-Raising Finale | 669 | Let's Play | West of Loathing
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374. | Is Extreme RNG Bad For Game Design? (Critical Thought) | 668 | | FTL: Faster Than Light
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375. | A New Modern MMO With Genfanad | Genfanad Developer Interview, Perceptive Podcast, #indiedev | 668 | Show | The Elder Scrolls Online
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376. | A Critical Thought on Event-Driven Game Design | 666 | Discussion | Driven
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377. | The Basics of Horror Design -- Critical Thought | 665 | | Resident Evil 7
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378. | Welcome to Creo World -- Returning to the Surge | 665 | Let's Play | The Surge
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379. | Running Through Titan Quest Anniversary Edition (2) From Greece to Egypt | 665 | Let's Play | Titan Quest
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380. | West of Loathing Hits Back -- Hard Mode Play | 662 | Let's Play | West of Loathing
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381. | Last Action Hero Pinball Spotlight (The Pinball Arcade) | 661 | | The Pinball Arcade
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382. | A Critical Thought on Depth vs Complexity in Game Design | 657 | |
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383. | Super Mario RPG's Spiritual Successor | Another Crusade Kickstarter Demo Spotlight | 656 | | Another Crusade
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384. | Roguebook is a bit rough around the spine | Roguebook Review | 654 | Review | Roguebook
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385. | Returning to the Darkest Dungeon (1) -- Welcome Home | 649 | Let's Play | Darkest Dungeon
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386. | How Diegesis Works in Game Design -- Critical Thought | 648 | | Dead Space
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387. | A Critical Thought on Designing Loot Tables | 648 | |
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388. | A Link To An Amazing Game | The Legend of Zelda A Link to the Past Dissecting Design | 646 | | The Legend of Zelda: A Link to the Past
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389. | Offworld Trading Company: Beating Employee Difficulty Skirmish | 644 | | Offworld Trading Company
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390. | The Impact of Procedural Generation on Game Design | Critical Thought (Game Design Talk) | 644 | | Spelunky 2
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391. | Dissecting Design: How Braid Merged Action and Puzzle Design | 643 | Discussion | Braid
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392. | Nioh NG Boss Guide -- Hino-Emma | 635 | Guide | Nioh
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393. | (Head) West of Loathing Let's Play (3) -- The Yeast of Our Problems | 631 | Let's Play | West of Loathing
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394. | Designing Open Worlds in Games With Level Design Lobby | Perceptive Podcast | 624 | Show |
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395. | Rebel Galaxy: Finishing Story Campaign | 622 | | Rebel Galaxy
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396. | What Makes Movement Fun in Video Games? | Critical Thought, Game Design Lessons, Game Dev, | 622 | | Super Smash Bros. Ultimate
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397. | Talking Supergiant Games With Greg Kasavin | Perceptive Podcast | 620 | Show | Transistor
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398. | A Critical Thought on Horror Enemy Design | 619 | Let's Play | Alien: Isolation
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399. | How to Design Effective Bosses in Video Games -- Critical Thought | 615 | Tutorial |
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400. | The Design of Metroidvania with Vision Soft Reset | Perceptive Podcast | 612 | Show | Vision Soft Reset
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