401. | Let's Play Dark Quest 2 (2) -- Wiped Out | 610 | Let's Play | Dark Quest 2
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402. | The Pros and Cons of Platform Creation With Path of Titans | Perceptive Podcast | 609 | Show | Path of Titans
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403. | Let's Play Skyshine's Bedlam Redux Campaign Mode (1) -- The First Run | 602 | Let's Play | Skyshine's Bedlam
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404. | How to Get Started in Rimworld: The First Hour | 601 | Let's Play | RimWorld
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405. | First Look at Antihero and How to Play Guide | 597 | Guide | Antihero
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406. | Tips for Successful Steam Store Pages | Critical Thought, Game Dev Tips, Videogame Marketing, Indie | 597 | | Slay The Spire
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407. | How Do You Study Game Design? (Critical Thought) | 594 | | Spelunky
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408. | Let's Play Zombasite (Finale): Poor Management | 592 | Let's Play | Zombasite
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409. | The Limits of Battle Royale Game Design | Critical Thought | 592 | | Apex Legends
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410. | The Design Flaws of Battle Royale, and how to fix them (Critical Thought) | 591 | Guide | Apex Legends
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411. | A Lesson on Progression Models With Cookie Clicker | 589 | | Cookie Clicker
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412. | Let's Crush Cuphead (4) -- The Third Island | 587 | | Cuphead
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413. | Designing a Modern Retro RPG with Skald Against the Black Priory | Perceptive Podcast | 586 | Show |
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414. | Let's Play Grim Dawn Ashes of Malmouth (1) -- The Frozen North | 585 | Let's Play | Grim Dawn
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415. | Welcome to Game-Wisdom 2017 Edition | 581 | Discussion |
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416. | Defining (And Reducing) Grinding in Video Games -- Critical Thought | 578 | |
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417. | Why New Players Matter to Videogames | Critical Thought | 576 | Tutorial | Pathologic 2
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418. | Broforce 1.0 Spotlight | 574 | | Broforce
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419. | Looking at Level Design and Combat with Max Pears | Perceptive Podcast | 574 | Show |
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420. | The Indie Game Spotlight Stream -- Steampunk Idle Spinner | 573 | | Steam Punks
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421. | The Best Ways to Design a Steam Store Page | Indie Inquiries Review Guidelines | 573 | Review |
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422. | Let's Play Dark Souls 3 (Depraved) 1: The Dying Begins | 573 | Let's Play | Dark Souls III
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423. | First Look at Dark Quest 2 -- A Rough Rogue-Like | 571 | First Impressions | Dark Quest 2
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424. | The Biggest Game Design Trap of First Time Developers | Critical Thought | 570 | Discussion |
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425. | Let's Play Grim Dawn Hardcore (5): Ghost Busting | 569 | Let's Play | Grim Dawn
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426. | Who Knew Time Travel Could Get Confusing? Vision Soft Reset Complete Play Part 2 | 567 | | Vision Soft Reset
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427. | Fallback Complete Play | All Bosses and Ending | 567 | |
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428. | A Critical Thought on ELO Rating Systems | 567 | Discussion |
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429. | The Appeal of Mr.X -- Examining Alpha Antagonist Design | 566 | Let's Play | Alien: Isolation
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430. | Let's Play Avernum 3 Ruined World (Part 1) Welcome to the Underground | 565 | Let's Play | Avernum 3: Ruined World
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431. | Nioh Sidequest Sucess -- Become Thy Enemy | 565 | Let's Play | Nioh
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432. | Building the Game: Zavix Tower | 565 | | Zavix Tower
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433. | Understanding Payday 2: Perk Decks | 564 | | Payday 2
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434. | Dissecting Design -- The Multi-System Design of X-Com UFO Defense | 562 | | X-COM: UFO Defense
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435. | How RNG in Games is Like a Spice -- Critical Thought | 561 | |
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436. | Blizzard's Mistake With the Diablo Immortal Announcement -- Critical Thought | 560 | | Diablo Immortal
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437. | Unlocking Looping Mode in Monolith | Monolith Relics of the Past Run | 558 | | Monolith
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438. | How Dark Souls Elevated Boss Design | Critical Thought , Game Design Talk, Dark Souls Design | 554 | | Dark Souls
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439. | Returning to the Darkest Dungeon (2) -- The Courtyard Beckons | 554 | Let's Play | Darkest Dungeon
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440. | Blazing Chrome Complete Play | Hardcore Run, No Continues | 552 | | Blazing Chrome
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441. | How "Push Forward" has Changed Game Design | Critical Thought, Action Game Design Talk | 548 | | Doom
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442. | A Safe For Work Talk About Sex in Videogames | Critical Thought | 547 | Discussion |
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443. | Building the Game: Star Vikings | 546 | Let's Play | The Vikings
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444. | Game Design Discussion | Loot Generation and Design | 546 | Discussion |
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445. | A (Game) Industry Insight Into Tencent vs. Valve | 545 | Discussion |
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446. | Darkest Dungeon Primer | 539 | | Darkest Dungeon
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447. | The Three Elements of Good Level Design in Video Games -- Critical Thought | 539 | |
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448. | A Critical Thought on Disgaea's Design and Layered Game Systems | 539 | | Disgaea: Hour of Darkness
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449. | Void Bastards Design Interview with Blue Manchu Games | Perceptive Podcast | 536 | Show | Void Bastards
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450. | A Truly Scary Ending For Fatal Frame (photosensitivity warning) | #gamewisdom #gaming | 536 | | Fatal Frame: Mask of the Lunar Eclipse
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451. | The Final Areas and Ending of The Surge (Recorded Stream) | 535 | Let's Play | The Surge
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452. | A Critical Thought on Curing Gameplay Hoarding Syndrome | 532 | |
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453. | Let's Play Grim Dawn Hardcore (11): A Farming Accident | 532 | Let's Play | Grim Dawn
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454. | Terminator 2 Judgement Day Pinball Spotlight | 532 | | Terminator 2: Judgment Day
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455. | Understanding Darkest Dungeon: Meet the Plague Doctor | 530 | | Darkest Dungeon
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456. | A Critical Thought on Probability in Game Design | 528 | |
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457. | First Look at Super Hydorah -- Return of the Shmup | 526 | Let's Play | Super Hydorah
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458. | Shadowman Returns | Shadowman Remastered Review | 525 | Review | Shadow Man
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459. | Game-Wisdom Plays the Warlock of Firetop Mountain (Part 1) | 523 | Let's Play | The Warlock of Firetop Mountain
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460. | A Critical Thought on Probability and 800 Sub Thank You | 523 | |
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461. | What Video Game Consolidation Means to the Industry | Critical Thought | 523 | |
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462. | The Problems With Punishment Systems in Videogames | Critical Thought | 519 | | Dark Souls
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463. | Pinpointing Pain Points in Videogames | Critical Thought (Game Development, Game Design) | 518 | |
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464. | Why Devil May Cry 5's Microtransactions are a Mistake (Critical Thought) | 518 | | Devil May Cry 5
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465. | Let's Examine Space Pirates and Zombies 2 (5): Raising a Faction | 517 | Let's Play | Space Pirates and Zombies 2
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466. | Catching Up With Chris Knowles and Hexahedra | Perceptive Podcast, Indie Game Dev, | 517 | | Hexahedra
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467. | A Critical Thought on Accessibility in Fighting Games | 516 | | Marvel vs. Capcom: Infinite
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468. | Let's Build a Clockwork Empire (2): Fishy Furious Foreigners | 515 | | Clockwork
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469. | Game-Wisdom Patreon Campaign | 514 | |
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470. | Enter the Gungeon -- The Robot's Past Fight and Ending | 514 | | Enter the Gungeon
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471. | Crafting Customization Systems in Game Design | Critical Thought | 512 | | Payday: The Heist
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472. | Can Kaizo Be Considered Good Game Design? (Game-Wisdom Live Segment) | 511 | |
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473. | Unsighted is a Speedy Metroidvania | Unsighted Review | 510 | | Unsighted
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474. | Defining Quality of Life Features in Videogames | Critical Thought | 510 | | Diablo III
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475. | Darkest Dungeon Live (2): Night Time | 507 | | Darkest Dungeon
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476. | Game-Wisdom Plays Drox Operative Part 1 | 507 | Let's Play | Drox Operative
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477. | A Critical Thought on Designing Multiplayer for Video Games | 506 | |
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478. | The Binding of Isaac Afterbirth: All Endings (Spoiler Warning) | 505 | | The Binding of Isaac: Rebirth
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479. | When the X-Com Luck Catches Up To You | #gamewisdom #xcom | 505 | |
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480. | Nioh Side Quest Success -- Disturbances in the North | 504 | Let's Play | Nioh
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481. | Let's Play Dark Quest 2 (7) -- The 1.0 End | 504 | Let's Play | Dark Quest 2
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482. | Space Pirates and Zombies 2 (Finale): Beating the Game | 503 | Let's Play | Space Pirates and Zombies 2
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483. | The Problem With Putting Indie Games on a Pedestal | Critical Thought | 503 | | Darkest Dungeon
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484. | Examining Hades and Action Roguelike Design | Videogame of the Month Podcast | 502 | Show | Hades
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485. | How to Teach (or Learn) Game Design | Game Design Roundtable Cast | 502 | Tutorial |
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486. | A Critical Thought on Lessons Learned from Prison Architect | 501 | Discussion | Prison Architect
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487. | First Look at Hellmut: The Badass From Hell -- Body Swapping Rogue-Like | 500 | First Impressions | Hellmut: The Badass from Hell
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488. | Enter the Gungeon -- The Bullet's Past Boss Fight and Ending | 499 | | Enter the Gungeon
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489. | Spotlighting Polynomial 2 | 495 | Let's Play |
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490. | Nioh 2 Demo First Impressions | Demo Boss Fight | 492 | | Nioh 2
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491. | Thoth First Look | 489 | First Impressions | Thoth
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492. | Let's Examine Space Pirates and Zombies 2 (3): Bigger Ships and Bigger Bugs | 488 | Let's Play | Space Pirates and Zombies 2
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493. | Dissecting Design -- The Haunting Treat of Ghost Master | 487 | | Ghost Master
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494. | What Makes a Metroidvania Work? | Critical Thought | 486 | | Bloodstained: Ritual of the Night
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495. | A Critical Thought on Randomization | 486 | |
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496. | Let's Play Flinthook -- Third Bounty Success | 480 | Let's Play | Flinthook
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497. | A Critical Thought on my Falling out with Telltale Games | 479 | | The Wolf Among Us
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498. | Grim Dawn Hardcore Battle Mage Let's Play (35): The Best Gunslinger Weapon? | 477 | Let's Play | Grim Dawn
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499. | First Look at Opus Magnum -- Transmuting Thinking | 475 | First Impressions | Opus Magnum
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500. | A Quick Lesson on Metroidvania Design | #metroidvania #gamewisdom #gamedeveloper #indiegamedevs | 474 | | Hollow Knight
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