Afleveringen
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Enter for a chance to win a surprise giveaway (cool, I promise). Ending mid-December (probably the 16th).
No crazy episode notes today. I chat about some things to look forward to with the show and beyond (a game I'm making and some videos). There's a quick thought about "fear" in board games, and then I talk about the following games a little bit. They'll all be linked to their BGG pages.
Final Girl
Cthulhu: Death May Die
Skulls of Sedlec
Mind Space
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Jon Barron, designer of Tricky Time Crisis, Best Candy on the Block, and a few more extremely exciting games in an upcoming Kickstarter (letās just pause to link the Kickstarter <<< itās right there!), joins the show to discuss [redacted], injecting theme and flavor into card games, [redacted], [redacted], proxy decks, and a whole bunch of trick-taking and Halloween-ish topics. If you canāt tell already, Dr. Tricky Time has unfortunately messed with the show notes, so youāll need to tune in for an extremely fun conversation here.
Intro (0:00)
Longest set of prefaces ever (from me) and an interesting explanation of the card distribution in Trick Time Crisis (from Jon).
Halloween #1 (6:47)
Formative Gaming Memory (8:03)
Halloween #2 (10:39)
Notes on Upcoming Kickstarter Project (12:45)
Jon recently talked on the āDads on a Mapā Podcast regarding the upcoming group of games coming to Kickstarter, so I asked him about something he didnāt discuss there. Speaking of there, check that episode out too!
āHalloweenā #3 (19:16)
Tricky Time Crisis, Theme, and Daylight Savings Time (25:44)
Jon talks about the creation of the characters in Tricky Time Crisis and how he approaches design in general. And thereās a bit about daylight savings time (and more).
Halloween #4 (44:44)
Proxy Decks (49:09)
Wrap-up Questions (56:50)
A text on Jonās mind, and things to look out for from him!
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Zijn er afleveringen die ontbreken?
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Dust off your headphones and get ready for an amazing talk with Jonathan Cox of JonGetsGames. As a voice that I started listening to early in my time in āthe hobby,ā being able to talk about Jonās experiences with board games and how thatās led to this culmination of different work and creation within the space was a real treat. And he designed Spring Cleaning, which Iāve been binging and cannot recommend enough. Listen to us talk about all of that and more!
Order Spring Cleaning Here!
JonGetsGames on YouTube
Introduction (0:00)
Formative gaming experiences and other background information.
Learn While _____ (13:04)
This section spans quite a bit of time (and perhaps could be broken into more chapters?), but Jon talks about what led to the learn while playing format, different processes of learning, and other things heās created through these various processes (some of this within the framework of a ātwistā set of questions [some not]).
Developing Development Work (39:05)
Cleaning Up and/or Mutating Oneās Own Designs (46:07)
Jon reflects on creating a learn while playing video for his own game, how creating videos for card games didnāt wind up being too different in general, and a game heās bringing to the Indie Games Night Market at Pax Unplugged.
Wrap-up Questions (1:06:15)
A text on Jonathanās mind and things to look out for from him in the future.
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In this episode, I set up some questions (per usual), and Patrick Leder, founder of Leder Games, takes them and leads a delightful conversation about the company, robots, baby simulators, and other less random things not included in this cherry-picked short list. In all seriousness, this episode covers a range of stories and sentiments, and itās a real (Trick or) Treat.
Check out the Leder Games website.
Check out the upcoming Kickstarter for the next Root expansion.
Introduction (0:00)
A slightly tweaked first question asking Patrick about some foundational gaming memories, transition to design/publishing, and where asymmetry entered into all of this.
All Things Four - Part I: Words (19:18)
Four words to describe Leder Games.
All Things Four - Part II: Titles (27:19)
Titling various things to only words with four letters.
All Things Four - Part III: Texts (38:20)
Various texts Patrick picks that capture the essence of Leder in some way.
All Things Four - Part IV: Potluck (50:36)
Semi-random questions that all just kind of fit here.
Wrap-up Questions (1:07:56)
A couple of texts on Patrickās mind and things to look out for from him and Leder Games.
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These will be the shortest show notes yet because I have more than enough words in the episode itself.
Listen for some unique insights from Board Game Arena developer ufm, and check out all of their BGA adaptations here (you might need to have an account to see this page?).
Also, thanks for being a part of this journey. It's been a blast.
Also also, I think the instructions for the giveaway are pretty clear, so listen to the episode for details on that.
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Justin Jacobson, owner and president of Restoration Games, joins the show to talk about what drives the company, especially as it's doing something quite different in the hobby board game space. In a world of ādigitalā remakes, remasters, and re-imaginings of all sorts of different texts, there really arenāt many analogous examples in the analog space. Hearing a lot of the story of Restoration Games, having a lengthy chat about one of my favorite game systems (I say one of, but itās probably number one), and everything in-between makes this a very special episode.
Check out the Restoration Games website here.
Games, Law, and a Perfect Partnership (0:00)
Introductory information about the things Justin was playing, his work in law, and how all of that came together when he first started working with Rob Daviau.
UN-FREAKING-MATCHED (25:20)
The conversation here is simply Unmatchedā¦
This section talks about card titles, evolution in the creation process, tournament play, the strength of the Restoration Games team, and more.
Return to Restoration Tower (50:25)
Part One- The soul of the restored game.
Part Two- Other texts in other mediums that Justin would like to see restored or brought back in some way.
Wrap-up Questions (1:06:47)
A text on Justinās mind and what to look out for from Restoration Games in the future!
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Daniel Newman, board game designer and New Mill Industries owner, joins the show today to talk about a bunch of really fun topics. The conversation includes, but is not limited to, New Mill, trick-taking games, punk rock, and how one could make impromptu card stands. With a focus on making different designs more readily available and finding work that might be a little too niche for the mainstream market, Danielās vision and work in the board gaming space fills a very unique and important space.
Check out the site for some pre-orders: https://www.newmillindustries.com/
Introduction (0:00)
What sort of things Daniel was playing and then designing and how that all led to the awesome publishing company heās running these days.
āPunk Rock Starter Packā (9:08)
A little bit of a discussion as to what punk means- its ethos and message and how that ties to Danielās vision- is followed by the showās first ever Genre Starter Pack. Daniel brings up some awesome musicians and texts that capture the aforementioned ethos.
Focus and Design (24:45)
The evolution and increased output of New Mill demand different things from the publishing standpoint, so we talk about that balance and considerations regarding Danielās designs and how heās looking to publish them.
A Couple of Trick-Takers (39:16)
With the preceding ātwistā of the episode revealed by now, Daniel talks about a couple of his favorite trick-takers, with and without the additional mechanisms (twists, wrinkles, etc.).
Indie Games Night Market and Wrap-up Questions (45:45)
After briefly talking about the Indie Games Night Market previously in the episode, the little chat about it here ties well to the wrap-up questions (primarily the many things to look out for from Daniel and New Mill in the future).
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Vodcast 3 - Summer Solo-stice: ROVE (a great solo game) and all Solitary Things
A hair shorter than the last couple of āVodcasts,ā and that was a part of this episodeās solo challenge. With that mild dose of brevity, there are some interesting thoughts here, and theyāre a bit punchier. In this episode, I break down the awesome solo game, ROVE: Results-Oriented Versatile Explorer. Additionally, and hopefully in a not āpreachyā way, I just talk about some of the ways in which Iāve enjoyed doing all sorts of different things āsolo,ā how I have held myself back from doing others, and what sort of things might stand in oneās way when trying to jump into something new. The whole message is just meant to be a positive one, hopefully encouraging both you and me to keep pushing towards doing the things we truly want to do.
Happy June Solstice and Happy Seasons to everyone, wherever and whenever youāre listening to this episode.
There's another giveaway! Fill out the General Feedback Form in the contact information below if you're interested in the first official VOLPG, or "Vod Offloading Lightly Played Games." Listen to the episode to find out which GAMES(!) are being given away to a lucky winner. The one thing I forgot to mention in the episode is that this would be US only due to shipping. That said, if you're elsewhere in the world, please fill out this survey anyway, and I'll see if I can enter you in a future drawing or send something fun your way, somehow.
Fill out this feedback form to enter!
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Insanely talented artist and creator, Tyler Miles Lockett joins the show to talk about some upcoming projects. Tyler is creating the art for Renier Kniziaās Ichor, Lockett Studio (a really exciting project that we chat about for a bit!), and his HUGE upcoming book, Lockett Studio: Greek Gods and Heroes. Through a long time of traveling and creating, Tyler is looking to bring forth stories from throughout history and the world.
Check out Tylerās work through this Linktree.
Additionally, be on the lookout for Bitewing gameās upcoming Kickstarter that has Ichor as one of two Knizia games specifically designed for two and put in a Greek Mythology setting.
In the interview, Tyler asks for some ācasual gameā recommendations. At the end, I said Iād send them over and put them in the show notes. So youāll be privy to all of the words that I shared (some behind the scenes stuff here so as to not be left out. Due to that, Iāll just title the sections and timestamp them instead of going into depth for each.
Convergence of Art and Mythology (0:00)
Digital Nomad (26:34)
Lockett Studio (41:56)
Wrap-up Questions [Text on Mind & Things to Look out for from Tyler] (1:02:14)
GAME RECOMMENDATIONS
Santorini (2) - You mentioned Chess, and this one is an āabstractā like that, but much simpler. Itās really dynamic and has fun physicality. Itās typically quite quick; itās my most played game of all time (has the slightest āGreek Mythologyā setting to it with the special powers, but I hardly use those anyway).
Prey Another Day (4-5) - This one feels as social of a card game as it gets. Itās kind of like ādouble thinkā the game. Your group will make up metas and counter-metas and just be vocal through the whole experience.
Ra (2-5 [two seems polarizing though]) - On the higher end of the casual spectrum, but I donāt think itās too challenging to learn and teach. Designed by Reiner Knizia himself, so the game does a lot with its minimal ruleset.
DroPolter (2-5) - New to my collection, but I think this one will always be with me in a game bag. Itās a dexterity game where you try to drop certain pieces from your hand. If you win a round, you gain a bell as a victory point. That bell gets added to your hand, and you do not want to drop it. This game is great.
Sprawlopolis (1-2) - Iāve only played this one solo, but itās a puzzly game using just eighteen cards. For me, itās one of several Buttonshy Games that Iāll bust out if I need a quick break to play a game but do not have much time.
Just One (4-7+ [the plus would need some extra white boards or paper could work too) and So Clover! (2-6) - Iāve had Just One longer but have technically played So Clover! more. You canāt really go wrong with either, but I do think that Just One needs more people in order to make it a better experience. Theyāre both just really social word-party games.
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Artist of a million different things (with many of those most recent projects being board games), Alisha Giroux joins the podcast to discuss art, board games, some neat stories about how some collaborations came to be, AI, and a whole bunch of other great insights.
Check out Alishaās work in these links below:
Store
Portfolio
Linkpop for Instagram and other pages
BoardGameGeek
Art 101
Alishaās background in graphic design and how thatās been a base for which the ever-present passion for art has grown.
Games and Collaboration and Redwall and Creative Advice (17:02)
The third āandā in Redwall ties to the other elements extremely heavily, and itās a special story about how Alisha was able to work with legendary artist, Gary Chalk. Additionally, Alisha shares how some of the cats in Cat Blues: The Big Gig were created. This is a really special and inspiring portion that makes you think about all of the stories that show the love, circumstances, and unique ways in which things happen are behind the art that we consume.
AI AInāt It (1:01:42)
A little over a year ago, Alisha gave a presentation titled āThe Creative Fingerprintā at CreativeMornings Ottawa. This talk goes over whatās being done with AI in art, and this section of the episode goes over whatās changed since then.
Projects (1:12:45)
A look into some of the aforementioned different mediums where Alisha is creating.
Wrap-up Questions (1:17:06)
A ācurrent hyper-fixationā and what to look out for from Alisha.
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A just me episode where I (start to) discuss "balance" in board games, other mediums, and life in general. A lot of the purpose of the episode is to introduce future topics while bringing up some of the things I've been up to that made me think about those topics. There wound up being some interesting connections in here too, and I'm looking forward to many future guests/topics mentioned here. The episode then thinks about ways in which board games use expansions/new versions/etc. to follow up an initial entry. And then there's a brief ramble about Hades II.
There's another giveaway! Fill out the General Feedback Form in the contact information below if you're interested in the first official VOLPG, or "Vod Offloading Lightly Played Games."
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The end of a trilogy. Brett J. Gilbert joins me to cap off a wonderful set of episodes. As one of founders of the Cambridge design group that both Trevor Benjamin and David Thompson from the last two episodes are a part of, it was such a great time going back to the beginning. The oddly constructed chronology of this episode kind of does the same, so join the end of this current āCollabstractionā journey.
Brett's board game website.
Beginning of the End (0:00)
A little bit of introductory talk. A little bit of trilogy talk.
Cambridge. Collaboration. Curator. (14:55)
Brett discusses how the group came to be and how itās changed throughout the years. Thereās some other collaboration talk and one question that showed up in the other two episodes.
Restrictions and Distillations (49:43)
The ethos of Brettās designs was clear from the beginning of the episode, but we discuss it a little bit further here with the specifically small project, āGood Little Games,ā and in other capacities as well.
Beginning at the End (1:03:36)
For some reason I forwent asking about Brettās gaming background early in the episode, but it worked out well here. Thereās some additional talk about abstraction and complexity in this section.
Wrap-up Questions (1:20:59)
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In the rare sequel thatās just as good as its predecessor, David Thompson joins the show for āCollabstraction 2: The Collabstractioning.ā We talk about some similar ideas in the topics of collaboration and abstraction, but we also discuss the ideas of sequels/iterations/expansions. It was really interesting getting to hear the slight differences in the overall approach to design and the fact that David has designed in the solo and historical spaces a little more, and, obviously, it was just a blast.
Collab-introduction
From growing up in āboard game adjacentā spaces of RPGs and skirmish games to how Davidās background in different types of systems led to early designs to Davidās response to a couple of the questions that the āGrim Reaperā received in the previous episode, there are many stories and laughs in this part.
āHis Favorite Color is Chromeā (1:01:53)
Hearing David talk about chrome and āchrome budgetā (I love that phrase/had never heard it before) brought about the title of that ridiculous 2001 Trace Adkins song. I was going to link it, but I couldnāt bring myself to do it. So if you seek it out, thatās on you. Anyway, David discusses why certain choices are made for certain games and talks about the Valiant Defense series of games, which are wonderfully interesting solo war games.
Following-up (1:13:30)
As this is a part two, I have some questions and thoughts that almost come out as questions about some of the aforementioned sequels/iterations/expansions. Naturally, David answers them wonderfully.
Wrapping-up (1:24:43)
A text on Davidās mind and the many things to look out for from him soon!
David on BoardGameGeek & Twitter
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A wonderful collaborative discussion here with a designer that only designs in collaborations, Trevor Benjamin. Designer of one of my favorite games of all time in Mandala, everything that has Trevor in the design credits is guaranteed to be a fantastic game. Speaking of fantastic, I think this episode is quite fantastic too, so thank you for tuning in.
Trevor on BGG and Twitter.
Introductory Questions [Time stamps coming! - weird technical hang-up - should be set by 4/9]
What got Trevor into board games and how that has inspired his designs The conversation goes on about Go and other abstract games, cooperative games, and intuitive/simple designs (Iām not sure if those words capture that part the best, so check it out to hear how this brief description almost matches that discussion).
Cambridge - āFamilyā (56:30)
What really sticks out in this section is how close Trevor is to his co-designers. Through discussing how these partnerships came to be and have turned into lifelong friendships, it makes sense why the games created between Trevor and Brett/David/Roger/Matthew click so well.
Collab-specific Questions (1:16:00)
What title best fits Trevor in his design partnerships.
A question brought to you by āIndeedā (not sponsored)
Wrap-up Questions (1:32:38)
Trevor discusses a masterpiece of modern television and games to look out for from him this year.
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The first ever "Vodcast." So while a warning that this one is just me is potentially apt, it's a huge step up from the "Yearly Reflection" episode. Part of the reason this exists is due to the fact that now is my turbo-busy season. Another reason it exists is because there are some good thoughts in here that I want to keep continuing in this Vodcast format, whether that's due to being too backed up to have scheduled interviews or not, and elsewhere. The show discusses this in more detail. Future episodes will have less administrative stuff too, but there is a lot of gratitude being expressed in the early part of this episode, so thank you for being a part of my board gaming journey.
Apocalands/Duel Intro (22:12)
Radlands Intro (30:42)
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In this super sweet episode, Ruel and I have a fantastic talk about all of the things heās currently working on, some of his lifeās stories, and connections between books and board games. To put most of everything in one spot (and that EVERYTHING is a lot), this is Ruelās Linktree. The Linktree isnāt enough, as he is also on Rahdo and Good Time Society (and other channels too!).
Intro (0:00)
Out of all of the things I enjoy with this podcast in general, my favorite is easily listening to peoplesā stories. Ruelās reflections on family, how he came to love reading, different types of work heās done in the past, and his overall passions culminating into his current work just created a super beautiful discussion.
Books, books, booksā¦ (26:15)
The conversation starts off by talking about what sort of message games that present themselves as books promise, some games that are based on books, games that use the idea of books, and several other things that fit somewhere around those topics.
*Thinking about words, sometimes (often) mine fail me. When I was talking about Ruelās āWords on Wednesdayā episodes and the graphic novel Saga, I was trying to say that I havenāt been into graphic novels much but am trying to do so more now. That latter part just never materialized. So thatās just another cool thing that Ruel is doing with his channel.
Wrap-up Questions (52:45)
I now have a fountain pen because of this portion.
Check out GOOD MORNING SOCIETY.
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Luis Aguasvivas, writer for PopMatters, his own site, and numerous other video game journals, joins me for an episode primarily about the video game Tetris. The episode is a journey from very poignant and personal reflections on the way the game has impacted Luis to funny moments about speed-running board games to the history of Tetris to many other shapes and places that youāll have to discover on the way. In addition to linking his written work above, Luis also contributes to the Homo Ludens channel, and hereās just one of the videos featuring him.
Intro & THE GAME: Tetris (0:00)
In the āchaptersā era of ICE, this is the longest chapter yet. We discuss what makes the game so special, early memories of it and other formative games, why itās better than Vampire Survivors (my apologies...), the Tetris Effect & Tetris Effect: Connected, and a whole bunch of other things.
The Movie and/or why the pieces donāt stack up quite right: Tetris (1:06:54)
A pretty self-explanatory chapter title, but Luis shares some other ways in which the extremely crazy history of Tetris has been captured well in different mediums.
Board games inspired by Tetris, which was inspired by a puzzle game itself (1:17:50)
Itās hard to capture the entire feel of Tetris in a board game, but we have a good talk about some good, puzzly games with tetromino pieces nonetheless.
Tetris in Real Life (1:30:40)
From making sandwiches to the aforementioned speed-running board games, there are a lot of ways in which we process patterns and can look to Tetris for guidance.
Wrap-up Questions (1:49:19)
A text on Luisās mind and projects heās working on. Fans of Kingdom Hearts should tune into this.
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Join this fantastic episode, as Brigette leads me (and subsequently all of you) on a board game journey through several unique lenses. Check out all of her amazing work here and the rest of this episode for her insight.
Intro (0:00)
Brigetteās professional graphic design experience linked up with her board gaming in a way that led to her designing games and doing graphic design work for board games. We talk about games earlier in our gaming experience that stuck out to us from a graphic design standpoint as well.
This episodeās namesake/Brigetteās task/āThick Plots and Sick Fontsā (12:50)
I get educated on something I find fascinating (fonts) but hadnāt really thought about much outside of lettering that looks neat and matches a gameās. Brigette creates an amazing logo for this episode immediately after our conversation that wouldāve taken me days to do (and Iād still fail at). Itās linked here (and should be the episodeās image too, which Iāve never tried before!).
Hereās the video conference thatās mentioned in the discussion as well.
Recognition, aesthetic, and other design thoughts (24:45)
A lot of different ideas in this section. Brigette shares ways in which we can recognize more contributors to a gameās design, her design goals, how most people would never think about kerning (exactly), and several other topics nestled in between there.
Stories on a storytelling game & wrap-up section (54:14)
Brigette discusses the story behind her game, The Plot Thickens (which is really neat and you should check out- you can check out the Dice Tower playthrough mentioned in our chat as well). Brigette talks about future design goals and projects in the near future to look out for from her. She shares a text thatās been stuck on her mind and details her response to the lettering assignment (which she then said she'd do [and did]- I had to share this earlier in the notes because itās so cool!).
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This episodeās notes start at the end. Eric partnered up with his friend Ben from https://travel-games.co.uk/ to put together these really awesome Tokyo Game Market Bundles. So while this is a kind of plug, itās really not (but you should look at them, and theyāre looking to replenish ones that sell out too [I think the whole initial lot sold out immediately and has already been restocked since, but I could be wrong]). The story behind the creation of these boxes, the communication with the designers, the translations for untranslated rulebooks, and everything in between is the culmination of our discussion about the focus of The Board Game Dojo and community in general. Thatās the end, and everything before that is equally delightful. Enjoy!
Intro (0:00)
We talk about Ericās life adventures and how they coincided with his time in the board game hobby.
Crossovers (22:20)
With my star guest spot on The Board Game Dojo, this is Intertextual Cardboard Experienceās first ācrossoverā episode, so we talk about some different crossovers in different mediums. Eric wins this category.
Community (53:33)
With my previous reflections on The Board Game Dojoās end of year cleanse episode, I was thinking a lot about what different board game communities mean to me, especially due to the interesting, community-focused nature of the episode that Eric set up. Here, weāre able to have a more in-depth discussion based on that.
Innovation x3 (1:12:18)
The board game, innovation that heās looking to cover, and what innovative things The Board Game Dojo is trying to do. The asynchronous game that Eric mentions was won by me. If we call āCommunityā a draw, Eric will still win this episode overall due to all of the unique things theyāve been working on, despite his humbleness saying otherwise. The wrap up question is in this section as well.Board Game Dojo Podcast
The Board Game Dojo YouTube
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Steven recently released Fliptown, which has got me absolutely hooked. That's no surprise, as many of his other co-designs are ones that I have binged/still am binging. Check out Steven's work and Twitter.
Exposition
Steven's intro into games and game design.A new segment has emerged: "Vod Poorly Explaining Your Game" or VPEYG (the "y" is silent)The link to the episode's "-opolis" inspired scoring cards: "ICEopolis""Howdy, Partner" (10:13)
Minimalism, collaboration, and some awesome stories about how some of your favorite games were created.Some "hidden gem" Buttonshy titles at the end.Dusting off the Boots (31:13)
Revisiting designs and constantly thinking about ways in which older ideas can be integrated into different games in different ways - the evolution of some of Steven's thoughts.Some "hidden gems" from Steven's games at the end as well.The Showdown (42:34)
Westerns and FliptownIf you're listening to this one again (I mean, it's a good episode, so I don't blame you), there was a chapter break issue in the first published version- gasp. All fixed now!Resolution
Wrap-up questions in text stuck on Steven's mind and things to look out for from him (spoiler: it's a lot).*I tried making a spur sound effect here, and I think it's pretty good. Unless you thought it was supposed to be a mining sound effect (or something else...), then it's definitely that.
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