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  • This is a conversation with the Australian game developer Tommy, co-creator of the tower defense game Gnomes. Thy made it in a custom Rust Engine with just 10 months of time and 0$ marketing budget. It looks like a game anyone could make, but is it? I was curious to learn more.

    Links to my Guests

    ➤ Gnomes on Steam: https://store.steampowered.com/app/3133060/Gnomes/

    ➤ Sea of Survivors on Steam: https://store.steampowered.com/app/2347940/Sea_of_Survivors/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    2:29 - Prototyping, Timeline, Demo

    6:11 - Next Fest, Early Marketing Wins

    8:25 - Early Access and Launch Strategy

    12:23 - Switching Teams, Going Solo, Moving to Godot

    15:06 - 3D vs 2D: Marketing and Development

    22:11 - Solo vs Team Trade-Offs, Is it Luck?

    29:16 - Roles, Content Pipeline, Localization

    35:05 - Core Loop: Moveable Towers, Guilds, Shop, Endless

    38:49 - Game Design: Economy vs Defense

    41:45 - Difficulty, Guild Matchups, Swamp Map, RNG, Power Fantasy

    47:03 - UX-First Design: Minimal Tutorial, One-Hand UI, Juice, Pacing

    52:59 - Constraints, Limits Shaping Design

    56:05 - Marketing: Go Narrow/Deep, Reddit, Creators Timing

    1:03:20 - Fulfilling Fantasies, Don’t Chase Trends

    1:11:18 - Designing Doable but Deep

    1:20:49 - Regrets and Post-Launch Changes

    1:30:43 - Cheat Mode, Jank, and Nostalgia

    1:31:59 - Copycats on Mobile: Kingshot

    1:34:29 - Mobile vs Steam and Why Gnomes Isn’t on Mobile

    1:39:27 - Life Changes, Workflow, and Team Plans

    1:42:32 - Generalists, Triple Threat, and the Coming AI Era

    1:48:44 - Nostalgia Sells; You Only Need the Crumbs

    1:50:29 - Solo vs Team Itch; Don’t Engine-Shop

    1:52:02 - Do You Have to Suffer for your Art?

    1:54:20 - Godot Navmesh, Sunk Cost, State Machines

    1:55:16 - Trailer-First, Vertical Slice, and Variable Scope

    1:57:08 - Testing Appeal: Playtests vs Trailers and Honest Feedback

    2:00:30 - Appeal-First vs Gameplay-First

    2:04:47 - Build a Playtest Community; Observe Actions, Not Words

    2:08:46 - 500 Testers, Steam Playtest vs Keys, Superfans

    2:12:40 - First-Time Players Are Gold; Demos and the First 15 Minutes

    2:17:40 - Treat Your Demo Like a Launch

    2:18:36 - There is a Playbook and a Splash of Luck

    2:20:07 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a conversation with Ricard Pillosu, an industry veteran with over 20 years in both AAA and indie teams, currently working as Co-Founder at Epictellers a 30+ head team working on the CRPG Starfinder: Afterlight.

    Links to my Guests

    ➤ Starfinder: Afterlight on Steam: https://store.steampowered.com/agecheck/app/3245640/

    ➤ Epictellers Website: https://www.epictellers.com/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:21 - Why Big Success Can Be Dangerous

    3:31 - Luck Is 70%

    6:13 - The Hardest Part of Building a Studio: People

    7:57 - Ric’s Journey so Far

    9:45 - Becoming a Lead and Manager

    12:30 - How Does AAA Build Games?

    16:02 - Prototyping Rituals in AAA

    18:29 - Pre-Production and Messy Realities

    20:41 - Scrum Era, Sub-Teams, and the Human Factor

    22:50 - Charisma, Toxic Positivity, and Milestone Negotiations

    26:51 - Reputation Traps in Big Teams

    29:19 - Is Experience Overrated?

    30:56 - Culture Clashes and the Timeline Fallacy

    32:49 - Wisdom Over Experience

    39:12 - Choose Simple Solutions

    41:55 - Enforcing Pipelines

    42:26 - From Overengineering to Readability

    46:24 - When Copying Is Okay

    47:18 - Don’t Pre-Architect

    49:18 - Pick Patterns Per Problem

    54:16 - Be Nice to the CPU

    55:45 - Why Godot?

    58:40 - Signals, Call Stacks, and Deferring Work to the Frame

    1:00:37 - Queues and Frame-Slicing

    1:02:43 - Start From the Game: Feature Wishlists

    1:04:24 - Why Decoupling Matters

    1:05:46 - Turn Manager Example: Building Layer 0

    1:12:06 - Layer 1 Orchestration: Game States and Combat Manager

    1:14:18 - Syntactic Compression

    1:17:47 - Micro-Managers: Mouse and Targeting Systems

    1:20:48 - What Makes a Great Gameplay Programmer

    1:22:56 - Anti-Patterns: Ego, Overcomplication, Blame

    1:24:39 - Coding Into a Corner: It’s Part of the Journey

    1:28:49 - Jonas’s Background and Goals

    1:31:18 - Coding Mastery vs Commercial Success

    1:34:02 - Path to Mastery: New Engines, Teams, and Contexts

    1:35:22 - Reuse and Scalability Myths

    1:36:10 - Why Build Multiple CRPGs: What Really Transfers

    1:37:48 - Boredom and Scope Creep

    1:41:42 - Why Second Games Take Longer

    1:42:53 - Everyone Should Build an Engine

    1:48:20 - Why Unity/Unreal Feel Bloated

    1:50:49 - Godot’s Incentives: Smaller, Developer-First

    1:52:11 - Will Godot Grow? “Fighting the Engine” Metric

    1:56:41 - When to Pick Godot, Unity, or Unreal

    1:57:05 - Closing Thoughts

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

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  • This is a conversation with my game dev friend and former collegue Friedemann Allmenröder. We created ISLANDERS together, he then went on to make many more fantastic indie games such as Pizza Possum, Summer House and recently Slots & Daggers. In this conversation with dive into the philosophy of game dev creativity and I try to understand more about how Fridemman's process for making hit games looks like these days.

    Links to my Guests

    ➤ Slots & Daggers on Steam: https://store.steampowered.com/app/3631290/Slots__Daggers/

    ➤ Summer House on Steam: https://store.steampowered.com/app/2533960/SUMMERHOUSE/

    ➤ Portfolio Website: https://allmenroeder.com/

    ➤ Twitter/X: https://x.com/Friedemann_A

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Better At Games, Worse At Advice

    1:20 - Appeal × Retention As Core Formula

    3:35 - Beyond Visuals: Many Kinds Of Appeal

    5:05 - “Make Something Almost Too Small”

    6:35 - Finding The Fresh but Familiar Twist

    8:19 - Useful vs Pointless Innovation

    11:07 - Why Clear Formulas Break Down

    13:20 - Intuition As Compressed Rules

    15:05 - Training Taste With Good “Data”

    18:30 - Creativity As Remix, Not Creation

    20:07 - Labeling What You Like And Why

    22:22 - Missing Discourse On Creative Work

    23:56 - Ideas vs Execution In Modern Dev

    24:35 - Origin Story Of Slots & Daggers

    27:21 - Why So Many Gambling-Like Games?

    29:20 - Randomness, FOMO And Accessibility

    32:07 - Farm Game, Weekend Prototype, Publisher Test

    36:10 - Six-Week Jam To Seven-Month Project

    41:46 - What “Execution” Really Means

    45:36 - Sculpting Ideas And Minimalism

    49:55 - First Prototype And Sketchy Pixel Style

    52:24 - Unity Lighting, Bloom And Cheap Coherence

    55:28 - “Everything Must Animate” Philosophy

    1:00:22 - Fast Polish With DOTween

    1:02:36 - Sound Design, SFX Packs And Screen Shake

    1:05:22 - Visual Feedback Instead Of Text

    1:08:06 - Reused Tech, Wiggly Leaves And The Famous Glass

    1:10:27 - Building A Strong Tabletop Vibe

    1:15:25 - Color, Post-Processing And Mood Swaps

    1:18:53 - Dangers Of Overdoing Post-Processing

    1:22:01 - Marketing Starts With An Appealing Game

    1:24:45 - Publishers, Demos And Next Fests

    1:30:17 - No Secret Hacks, Just Good Basics

    1:35:11 - Is The Indie-Pocalypse Real?

    1:38:47 - Dopamine Farming And Attention Economy

    1:42:10 - Will Quiet Games Come Back?

    1:43:56 - What To Make After A Loud Game

    1:44:47 - Game Recs: Rainy Season And Eastshade

    1:48:43 - Outro And Future Catch-Ups

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a conversation with Danny Weinbaum from @EastshadeStudios, the creators of one of my favorite roleplaying games, Eastshade, currently working on a new game called "Songs of Glimmerwick". How do you make successful adventure game? What makes for good quests? How to write peaceful games and bring them to satisfying conlcusion? How to craft beautiful environments?

    Links to my Guests

    ➤ On YouTube: @EastshadeStudios

    ➤ Eastshade on Steam: https://store.steampowered.com/app/715560/Eastshade/

    ➤ Songs of Glimmerwick on Steam: https://store.steampowered.com/app/1706510/Songs_of_Glimmerwick/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:00 - Leaving Lyndow

    3:30 - From AAA to indie

    6:12 - Eastshade in a nutshell

    8:52 - Designing a living world without combat

    11:13 - Appeal vs fun; discovering the painting loop

    15:43 - The “walking sim” problem

    18:06 - Explainer trailers

    19:50 - Grizzly Games team size and roles

    21:20 - Market research, scraping Steam

    27:32 - Eastshade sales and budget breakdown

    28:55 - Full voice acting

    31:18 - Environment art fundamentals

    36:03 - Performance strategy

    43:35 - Composing “hero shots”

    44:40 - Unique landmarks, modular tilesets

    49:41 - tiny open worlds; Glimmerwick’s world

    51:11 - What makes a good quest

    54:29 - Case study: the island mystery

    56:03 - Glimmerwick’s budget, team, and timelines

    57:35 - Glimmerwick’s origin and the “one captain per game” rule

    59:49 - Positioning in the witchy/magic-school space

    1:03:00 - Early reception: wishlists, betas

    1:06:41 - From free camera to fixed

    1:13:58 - Prototyping adventure games

    1:20:02 - Locks and keys done right (Outer Wilds)

    1:26:18 - Magic systems in Glimmerwick: spells, farming, potions

    1:28:31 - Tech art pipeline and approach to writing

    1:31:38 - Marketing; word of mouth

    1:36:20 - Time system innovation: “event pucks”

    1:40:57 - Why time makes worlds feel alive

    1:43:21 - YouTube strategy: audience, impact, and shorts

    1:49:12 - Turning illustrations into worlds

    1:53:48 - Where to start with an adventure game

    2:04:07 - Replacing combat: a merchant-driven adventure idea

    2:11:06 - Glimmerwick status: wishlists, demo, conversion

    2:12:22 - Show the verbs: improving the store page

    2:16:37 - Marketing plans and development status

    2:18:10 - Designing satisfying non-combat endings; Eastshade’s farewell

    2:22:48 - Glimmerwick’s ending approach: reunion and nostalgia

    2:25:26 - YouTube ROI and streamlining devlogs

    2:31:10 - Thumbnails, hooks, and careful advice

    2:32:42 - Game quality vs marketing; reading Steam’s middle class

    2:34:18 - Game show idea, “friend slop,” trends vs art, and co-op

    2:38:38 - Wrap-up

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a conversation with @zoroarts8930, a young solo dev who managed to land an indie hit with his co-op game Paddle Paddle Paddle. We talk about that success, how to potentially replicate it and also about the role of luck.

    Links to my Guest

    ➤ YouTube Channel: @zoroarts8930

    ➤ Paddle Paddle Paddle on Steam: https://store.steampowered.com/app/3570070/Paddle_Paddle_Paddle/

    ➤ Makis Adventure on Steam: https://store.steampowered.com/app/1843110/Makis_Adventure/

    ➤ Rogue Jungle on Steam: https://store.steampowered.com/app/2352850/Rogue_Jungle/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:09 - Path Into Game Dev

    4:49 - Maki’s Adventure Postmortem

    9:15 - Building a Level Editor

    15:40 - From Rogue Jungle to Paddle Paddle

    17:59 - 3-Hour Prototype and Viral Validation

    20:21 - Two-Week Demo, Streamers, and Early Momentum

    21:39 - Publisher Deal, IGN Feature, and Wishlist Velocity

    24:00 - Shipping in 4 Months; Reviews and Netcode

    25:21 - Graphics vs Gameplay: Stylized Jank

    26:54 - Capsule Art and Voice-Over Trailer That Converted

    28:46 - Playtesting and Bug-Free Launch

    30:58 - Handling Hate and Prioritizing Fun

    33:13 - Networking: Photon Fusion, Shared Boat, Prediction

    39:24 - Passion vs Business: Making Games for a Living

    41:57 - Balancing Heart and Market

    48:45 - Future Plans: Small Games and a 3D Sequel

    49:50 - Sales Momentum, Regions, and a Major Update

    51:44 - Working With Assemble and Filtering Spam

    54:20 - Pitching Devolver, Publisher vs Self-Funding

    56:23 - Investing in Audio: Composer Plans, Budget, and Impact

    59:28 - Influences: Pokémon OST; Learning From Others

    01:07:24 - Can You Repeat a Hit?

    01:11:14 - Luck: How Much It Matters and How to Reduce It

    01:18:43 - Early Flops, Iteration, Strong Steam Pages, and Being First

    01:22:25 - Launch Day: Hitting Publish, Friday Strategy, and Early Sales

    01:27:03 - When the Right Game Markets Itself + Next Steps

    01:31:20 - Rogue Jungle

    01:39:52 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a conversation with Stephen Huang from @isto_inc. They made games such as "Get to Work" and "Atrio: The Dark Wild", each game more successful than the last. Sptephen tells his story and shares his best advice on how to grow your game dev success long term.

    Links to my Guests

    ➤ On YouTube: @isto_inc

    ➤ Get to Work on Steam: https://store.steampowered.com/app/2706170/Get_To_Work/

    ➤ Atrio: The Dark Wild on Steam: https://store.steampowered.com/app/1125390/Atrio_The_Dark_Wild/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:52 - From Microsoft to making the first game

    2:49 - Disjoint’s gameplay

    4:28 - Paid mobile launch flop

    6:25 - $30k total; hard lessons and humility

    10:45 - Starting Isto Inc; choosing automation-survival (Atrio)

    13:50 - Why picking a good idea is so hard

    15:29 - Atrio architecture (Zenject)

    17:58 - COVID, starting the YouTube

    19:56 - Early Access launch

    21:54 - A lucky break: Atrioc and the Xbox exclusive deal

    23:58 - 1.0 goes a bit better

    25:04 - Atrio postmortem: hook too abstract

    26:06 - Art/style didn’t signal the automation audience

    27:32 - "We didn’t validate early" (and why that hurt)

    30:06 - Learnings for next time

    34:36 - From Atrio to Get To Work; the key‑remapping fiasco

    36:42 - Building Isto Core: reusable systems

    40:35 - Pitching Atrioc: data, strategy, and a rage game idea

    44:49 - How they got Atrioc to care (Reddit bits, rapport)

    46:43 - Standing out in easy‑to‑make genres

    49:44 - Get To Work explained: a flowy rage platformer

    54:32 - Story focus and landing CDawgVA

    01:02:06 - Skipping Next Fest for streamer momentum

    01:05:55 - Wishlists via YouTube and what streamers value

    01:12:00 - Launch plan: hold Atrioc; run a speedrun contest

    01:14:36 - Designing the Hat sequence for streams

    01:18:37 - Many paths to success; regional surprises (KR/China)

    01:21:11 - 3‑part postmortem framework

    01:25:57 - YouTube vs Steam

    01:27:16 - Engineering the speedrun comp—and the viral video

    01:32:33 - YouTube as insurance; leveraging big videos for sales

    01:35:55 - Build your channel vs courting creators

    01:47:08 - Short‑form vs long‑form videos

    01:48:34 - The “Idea Gap”: from “cool” to “I must play this”

    01:50:52 - Pivoting the next game; streamers as partners

    01:54:25 - The four most streamable genres

    01:58:58 - Next up: online co‑op multiplayer

    02:01:17 - Think long‑term; add one big skill per game

    02:05:28 - Closing

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a conversation with Julian Colbus from DigiTales Interactive, the creators of Lacuna and Between Horizons. We talk about regrets from their last game, how to succeed with story based games and how to make it as an indie game developer.

    Links to my Guest

    ➤ Lacua on Steam: https://store.steampowered.com/app/1364100/Lacuna__A_SciFi_Noir_Adventure/

    ➤ Between Horizons on Steam: https://store.steampowered.com/app/1921980/Between_Horizons__A_SciFi_Detective_Adventure/

    ➤ The Great Sassanelli on Steam: https://store.steampowered.com/app/2195490/The_Great_Sassanelli__An_Interactive_Novel/

    ➤ Unburied Kickstarter: https://www.kickstarter.com/projects/1911240994/unburied?lang=de

    ➤ DigiTales Interactive (More Links): https://digitales.games/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:01 - Building Without Marketability in Mind

    2:04 - Making “Detective” Readable at a Glance

    3:33 - The Market Shift: 2021 vs 2024

    4:24 - 3D vs 2D: Cost, Detail, and Personality

    6:20 - Modernizing Point-and-Click

    7:57 - Growing Team and Scope (and Losing Creative Control)

    12:23 - Elegance Over Features

    14:24 - Lessons from Cheap Horror Hits: Nail the Hook, Skip the Fluff

    15:11 - The Essence of Detective Games

    17:38 - Solution Inputs That Resist Guessing

    20:33 - “Choices Matter”

    24:16 - Semi-Open World Detectives: Combinatorial Explosion

    26:46 - What Makes a Good Story in Games

    28:00 - Selling Story Games via Setting; Be Oddly Specific

    34:05 - Design by Committee vs Strong Vision

    36:57 - Studio History and Team Scaling

    39:49 - Becoming a Publisher

    41:26 - New Business Plan: Smaller, Cheaper, More Frequent Releases

    42:18 - Stepping into Survival Horror (and Why)

    43:30 - Survival Horror’s Proven Formula and Feel

    45:20 - Disempowerment and the Illusion of Scarcity

    49:45 - Next Detective Game

    52:09 - The Second-Game Slump: Causes and Fixes

    56:45 - Don’t Make Direct Sequels as an Indie (Most of the Time)

    01:00:50 - Steam Cross-Promotion: “From the Creators of…”, Bundles, Discounts

    01:03:59 - Writing Better Dialogue

    01:10:27 - Make the Story the Gameplay

    01:14:57 - Hidden Mysteries and Multiple Active Cases

    01:17:53 - Open-Ended Inputs vs Bespoke Reactions

    01:21:48 - Dialogue System: Custom Tool, Booleans, and Logs

    01:29:40 - Make It Obvious: Premise, Key Art, and Core Loop at a Glance

    01:31:44 - Descriptive Trailers and Demos That Filter Buyers

    01:36:45 - Screenshot Best Practices

    01:39:22 - Design for Trailer Moments

    01:41:36 - Budgets and Team Sizes: Why Mid-Size Struggles

    01:44:53 - Indie Math: Real Costs and Platform Cuts

    01:49:29 - Scope Discipline: Focus Saves Money and Quality

    01:50:25 - Team Composition: Be Selective

    01:52:31 - Work with Equals or Better; Pragmatic Dev Beats Over-Engineering

    01:55:42 - Know What’s Possible (and Where AI Helps)

    01:59:21 - Marketing in the For-You Era: Authenticity and Hooks

    02:06:09 - Creator Outreach That Works (and Tools to Do It)

    02:11:30 - Wrap-Up and Plugs: The Great Sassanelli, Socials, Unburied

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a conversation with Kathrin Radtke from Spellgarden Games, the tiny development team behind Sticky Business and Ritual of Raven. We talk about making successful cozy games, scope, marketing and more.

    Links to my Guests

    ➤ Sticky Business on Steam: https://store.steampowered.com/app/2303350/Sticky_Business/

    ➤ Ritual of Raven on Steam: https://store.steampowered.com/app/2066520/Ritual_of_Raven/

    ➤ Spellgarden Website (Social Media links etc): https://spellgardengames.com/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:41 - Why People Play Cozy Games

    2:28 - Cozy Games on Steam: Size and Growth

    5:06 - What Makes a Game Cozy?

    7:08 - Spellgarden Origins and Sticky Business in 5 Months

    10:20 - From Idea Board to 3‑Week Prototype, TikTok Devlogs

    12:38 - Finding Ideas in Trends, Hobbies, and ASMR

    14:09 - Designing Stickers with Stickers + Low‑Pressure Creativity

    17:12 - Steam Page, Viral Tweet, and Finding a Publisher

    19:51 - TikTok Strategy: Language, Algorithm, Results

    22:36 - Turning Social Posts into Wishlists

    24:31 - Why Simple Concepts Market Better

    27:05 - Smaller, Clearer Projects and When to Share

    30:05 - Will Spellgarden Stay in Cozy Games?

    32:05 - Why “Work” Simulators Feel Relaxing

    34:13 - Designing for Intrinsic Motivation (Not Scores)

    40:01 - Ritual of the Raven: Automation and Coding

    43:52 - From Concept to a Big Narrative

    45:28 - Managing Scope Under Publisher Milestones

    47:31 - Progression Across Regions, Tutorials, and Pacing

    49:20 - Marketability vs Vision and What’s Next

    51:11 - Crafting Ritual’s Art Style with One Artist

    52:54 - The Pacing Problem in Automation Games

    55:20 - Making Designs Click and the Cost of Lock‑In

    59:46 - Advice for Aspiring Cozy Devs and Testing Interest

    01:03:35 - How They Playtest Cozy and Creative Games

    01:07:44 - Marketing Cozy Games: Platforms, Demos, Events

    01:11:04 - Sticky Business DLCs: Why, How, and Backlash

    01:17:29 - DLCs vs Early Access and Player Expectations

    01:22:51 - Post-Launch Support and Cozy Recommendations

    01:26:26 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a conversation with Timo Falcke and Zwi Zausch, two of the devs at Toukana Interactive, the developers of Dorfromantik and Star Birds. This is a game dev success story with some theory crafting about how to potentially reproduce an outcome like this.

    Links to my Guests

    ➤ Star Birds on Steam: https://store.steampowered.com/app/2719750/Star_Birds/

    ➤ Dorfromantik on Steam: https://store.steampowered.com/app/1455840/Dorfromantik/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:35 - Meet Toukana Interactive & Dorfromantik

    1:28 - Founding the studio and shipping Dorfromantik in a year

    4:17 - Early Access launch: Next Fest momentum, streamers, and the Steam algorithm

    7:46 - The itch prototype and Ludum Dare origins

    8:27 - Expectations vs reality on launch day

    11:45 - Prototyping many ideas and choosing Dorfromantik

    16:49 - Building a unique look: trees, outlines, and shader tricks

    18:44 - Visual inspirations and tips for finding your art style

    21:31 - Iterating the rules: rotation, edges, lakes, and quests

    27:15 - Performance war stories: PC instancing to Switch optimization

    38:07 - Early Access strategy, 1.0 launch, and getting featured

    41:50 - How Steam featuring works (Steam reps and slots)

    43:15 - Hiring after success and staying small by design

    45:52 - Turning Dorfromantik into an award-winning board game

    53:37 - Why the board game works (campaign, accessibility, depth)

    57:48 - Partnering with Kurzgesagt and choosing Star Birds

    01:06:20 - Who did what: Toukana vs Kurzgesagt on Star Birds

    01:09:41 - Tech art & pipeline: 3D that looks like 2D, procedural asteroids

    01:14:13 - Designing systems: logistics across asteroids and big economies

    01:16:07 - No fail-state: keeping it chill and puzzle-like

    01:19:13 - Scoring without time pressure (and the most hated achievement)

    01:23:39 - Why Early Access again and the plan for Star Birds

    01:26:44 - Community feedback, roadmap, and lots more content

    01:29:53 - Moving launch for Silksong and the pricing debate

    01:34:10 - Can success be reproduced? Sequel vs new IP

    01:36:55 - What gets attention now: polish vs recognizable "trash"

    01:39:00 - Two big levers: Steam visibility vs content creators

    01:40:56 - Familiarity vs originality and making it readable at a glance

    01:45:40 - Marketing realities, scope choice, and staying a lean team

    01:49:49 - Our workflow: prototype, evaluate, refine, decide

    01:54:04 - Appeal prototyping vs gameplay prototyping

    01:55:54 - Appeal, player fantasy, define intrigue early

    01:58:03 - Star Birds' appeal vs Kurzgesagt's high-tension vibe

    02:01:03 - Narrative vs systems, constraints, and "polish what matters"

    02:04:40 - Wrap-up

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Cory Darby, a indie games strategist / profissional min-maxer and the co-creator of Click & Conquer, a game that with just 400 hours of work managed to turn over 100K in profits. We talk about how to optimize your Steam launch for maximum visibility and where the indie games industry on Steam is going.

    Links to my Guest

    ➤ No cost 30-Minute consultation: https://tidycal.com/ckdarby/biz-game-dev

    ➤ Cory on YouTube: https://www.youtube.com/@ThornityCo

    ➤ Click and Conquer on Steam: https://store.steampowered.com/app/3267900/Click_and_Conquer/

    ➤ Analytics page Cory mentioned for Steam Stats: https://www.gginsights.io/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:11 - The 72-hour test: what the dataset shows

    3:35 - Conversion is king: Steam’s fair-shot test and early thresholds

    6:56 - Designing for conversion: page, trailer, and pricing

    8:41 - Launch discounts and price psychology (40% for two weeks)

    10:35 - The controversial post-launch price drop and “is it sleazy?”

    13:38 - Pricing pitfalls: overpricing kills and you can’t A/B test

    15:39 - Are prices trending down? Incremental economics

    18:32 - When deep discounts backfire on perception

    20:16 - Tags as targeting: choose the right seed audience

    24:51 - Appeal and instant connection vs “just make a good game”

    25:37 - Copy what works, add a twist (Cory’s approach)

    28:47 - Picking a war theme via asset packs—and the backlash

    31:57 - Mechanics and pacing by the numbers (Click & Conquer)

    34:33 - Foot-pedal playtesting and auto-edited feedback

    37:54 - Scaling with collaborations and purpose-built tools

    44:58 - Riding trend waves: incrementals, co-op, and shop sims

    48:42 - Co-op lineage (Lethal Company, etc.) and theme waves like trains

    50:49 - Plotting by tags and where the data comes from

    52:27 - Don’t be late: spot waves early (Gavin’s advice)

    54:31 - Trend-chasing vs passion; blending genres and risk

    58:28 - Building a 400-hour game: roles, hours, and timeline

    01:00:37 - Why short projects lower risk and speed learning

    01:04:31 - After the wave: adjacent bets and using reviews/AI

    01:09:11 - Find genres with volume but mixed reviews; “Professional min/maxer”

    01:13:55 - AI is already changing dev: agents as co-devs and toolbuilding

    01:19:59 - Agents that use computers and play games; the inequality gap

    01:29:04 - The upside: accessibility and the internet analogy

    01:31:50 - Hot take: game dev shifts business-first; why AAA struggles

    01:35:07 - A new model: many small AI-boosted teams (and acquisitions)

    01:37:33 - Jonas’s stance: avoid AI art, use AI for code/tools; playtesting bottleneck

    01:41:19 - AI as sounding board: design aid (color theory) and more

    01:43:16 - “Soulless” vs soul: min-maxing as a creative pursuit

    01:44:15 - Wrap-up

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Tyler F. Cloutier, co-founder and head of Clockwork Labs, who are building their MMO, Bitcraft Online, entirely in a database. They are making this database available for other developers under the name SpacetimeDB. It's a real time relational database that promises to massively simplify infrastructure required for both applications and games alike, almost like an operating system for the cloud. I'm very on board with their vision. Can it actually hold up? Let's have a look.

    Links to my Guest

    ➤ SpacetimeDB: https://spacetimedb.com/

    ➤ Bitcraft Online: https://store.steampowered.com/app/3454650/BitCraft_Online/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:27 - What is SpacetimeDB?

    7:24 - How SpacetimeDB is different

    11:06 - Best use cases and limitations

    15:55 - How it works: modules, reducers, transactions

    19:34 - Publishing and hot-swapping server code

    20:21 - Client model: reducers for writes; live queries and permissions

    25:52 - Scaling and memory

    28:40 - Per-match databases and the actor model

    31:21 - Performance: reducer duration, locks vs MVCC, and offloading work

    37:48 - Starter projects and analytics; community dashboards

    41:12 - Authentication: OpenID Connect, Spacetime Auth, and Steam

    46:07 - Platform philosophy: generalized vs specialized

    51:25 - UGC and user-generated logic

    55:05 - Origins, team structure, and optimization milestones

    57:27 - Full history/time travel and postmortems

    59:14 - Scaling by game type; video calling experiment and event tables

    01:02:42 - Make it easy & LLM-friendly

    01:07:48 - Comparing Firebase/Supabase/Vercel; why we built it

    01:12:09 - Scheduled reducers, tickless servers, and timers as tables

    01:13:57 - Matchmaking with SpacetimeDB (Underdogs VR, Postgres wire) and libraries

    01:17:58 - Asynchronous multiplayer and efficiency

    01:21:53 - Business model: self-hosting, Main Cloud free tier, licensing

    01:26:48 - Avoiding vendor lock-in (SpatialOS lesson)

    01:27:28 - BitCraft origins and vision

    01:32:11 - Learning from veteran reviews; OSRS vs WoW philosophy

    01:36:12 - Building costs, biggest design challenges, and live updates

    01:39:43 - Core identity: simulating civilization, community, and expectations

    01:42:35 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Phiomena Schwab, co-founder/CEO of Stray Fawn Studio, the creators of The Wandering Village, Dungeon Clawler, Nimbatus and Niche. She's the head of Stray Fawn's new publishing branch and she co-founded the Swiss Game Hub, a co-working space for game developers. We talk about what it takes to make successful games, community building, early access, publishing and women in game dev.

    Links to my Guest

    ➤ Bootcamp games: Check out the games and leave a comment https://swissgamehub.itch.io/

    ➤ More learnings from Stray Fawn: https://strayfawnstudio.com/insights/

    ➤ Website: https://strayfawnstudio.com/

    ➤ X: https://x.com/PhilomenaSchwab

    ➤ Bluesky: https://bsky.app/profile/philomenaschwab.bsky.social

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:17 - Game vs. Marketing

    3:06 - Early Hits and Studio Formation

    5:14 - From Hobby Team to Studio

    6:43 - Community Building & Kickstarter

    9:31 - EA to 1.0 With Community Push

    11:16 - Finding First Fans & Adjacent Communities

    15:55 - The Wandering Village: Fantasy-First

    19:15 - Rapid Prototyping: Art vs. Gameplay

    23:32 - Team Alignment & Genre Conventions

    26:19 - Meaningful “Evil” Choices In Games

    31:25 - Why Build in Public

    32:23 - Kickstarter: When to Run or Skip

    32:29 - 1.0 Bet: Localization, Delays & Beta Iteration

    35:27 - Shifting to Small Bets

    36:37 - Small-Project Playbook & Premium Mobile Sim-Ship

    40:10 - Publishing Arm: Why & What Failed

    42:18 - Publishing Is Mostly the Game

    45:00 - Publishers, Funding & Deals

    46:17 - Selecting Games & Avoiding Pitch Limbo

    53:05 - What Publishers Evaluate: Demo, Proof & Better vs. Different

    57:35 - Choosing Genres With Demand

    59:50 - Bootcamp Validation & Itch Metrics

    01:02:20 - Swiss Game Hub: 140-Dev Community

    01:05:17 - Dungeon Clawler: “Claw Machine” Origin & Breakout

    01:11:04 - Clones, Stolen Assets & Mobile Pitfalls

    01:13:29 - What’s Next: Small Games, Story & Studio Votes

    01:15:55 - Small Teams Fit; Brand Risk

    01:18:49 - YouTube: Niche Passion vs. Mass Appeal

    01:21:57 - Talking to Players & Moderation

    01:24:06 - Own Your Audience: Newsletters, Discord & Events

    01:28:33 - Swiss Game Dev Association & Many Hats

    01:29:34 - Many Hats & Mental Load

    01:33:19 - Wandering Village 1.0: Wishlist Conversion & Discounts

    01:34:20 - Early Access vs. 1.0: Outcomes & Timing

    01:35:38 - Why 1.0 Underperformed: Consoles, Genre & EA Length

    01:39:27 - Post-Launch Priorities: Updates, Stretch Goals & Roadmaps

    01:41:07 - Gender Balance, Role Models & Hiring

    01:45:06 - Message to Future Women Game Devs

    01:45:43 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Erick Passos from Photon Engine (Exit Games Inc.), a company that provides networking solutions and server architecture for online multiplayer games. I try to understand more about how how online multiplayer works in general and in particular how to use Photon's Quantum and Fusion to develop online games faster.

    Links to my Guest

    ➤ Photon Engine: https://www.photonengine.com/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:17 - The 3 Layers of Multiplayer Tech

    4:56 - Photon’s Products Across the Stack

    6:54 - Transport Layers & Steam Relay Limitations

    8:02 - Fusion vs Quantum + Designing for the Envelope

    10:36 - Start from the Top: When Transport‑Only Makes Sense (MMOs, Server Logic)

    15:53 - From PUN to Modern Netcode + Notable Games

    21:21 - State Replication vs Determinism Explained

    24:49 - Why Shooters Prefer Client‑Server (Lag Comp, Interest Mgmt)

    26:11 - Server Build, Shared Mode, and Architecture Clarified

    28:04 - Anti‑Cheat in Quantum: Replays, Spectators, Server Sim

    31:49 - Grow Gradually: From Zero Servers to Full Validation

    34:38 - Under the Hood: Predict‑Rollback, Physics, ECS, AI

    38:32 - No Ring Buffer: Constant‑Time Rollbacks

    45:28 - Testing Online, Tooling, and Community

    46:15 - When to Use Fusion Instead of Quantum

    50:29 - Performance: Verified vs Predicted, Clamps & Culling

    52:34 - Bots, Matchmaking Math, and AI Costs

    56:49 - AI Design: Verified‑Only Planning + Operational Prediction

    58:02 - Verified‑Only Code Paths & Performance Targets

    01:01:48 - Time Slicing AI for Stability

    01:02:52 - RTS in Quantum: Flow Fields, Culling, and Use Cases

    01:09:19 - Lockstep vs Prediction: Why He Avoids Lockstep

    01:12:04 - Handling Rollback Spikes with Scheduling Tricks

    01:13:05 - Auto‑Battlers: Verified‑Only + Snapshot Interpolation

    01:15:29 - Hidden Info & Simultaneous Decisions; Server‑Gated Commands

    01:21:35 - Using Quantum Offline? Licensing & Terms

    01:25:03 - Determinism, ECS, and Quantum’s Hybrid Tables

    01:29:22 - Could There Be a Deterministic Engine Built on Quantum?

    01:31:08 - Cross‑Engine Experiments & Engine Integrations

    01:35:42 - Open Worlds: Fusion Player‑Hosted vs Quantum

    01:37:10 - Quantum for Open Worlds: Voxels, Persistence, NavMesh, Procgen

    01:46:08 - Where Engines Stand on Multiplayer (Unreal, Unity, Source)

    01:51:32 - Pricing: Free 100 CCU and Scaling Costs

    01:54:45 - Long‑Tail Costs & Keeping Servers Alive

    01:57:40 - Game Preservation: LAN, Offline, and Local Servers

    02:04:48 - What’s New: Fusion 2.1, Quantum 3.1, Unreal Betas

    02:05:55 - First Multiplayer? Start Small and Prototype

    02:08:12 - Prototyping: Quantum vs Fusion (Shared Mode)

    02:10:30 - From Prototype to Production: Managing Complexity

    02:14:11 - What Makes a Multiplayer Hit? Trends vs Design

    02:16:29 - Fusion’s New Physics Forecasting

    02:17:47 - Riding vs Making Trends (Landfall’s Streak)

    02:21:02 - Dogfooding: Prototyping to Improve the Tools

    02:24:26 - Closing & Thanks

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Youge Wen, aka. "Bearlike", the lead developer of my favorite strategy game Mechabellum, published by Dreamhaven, the publisher and developer founded by Blizzard's Mike Morhaime. We talk about the death spiral for online multiplayer games, game design, balancing for Mechabellum and exchange some advice with each other.

    Links to my Guest

    ➤ Play Mechabellum on Steam: https://store.steampowered.com/app/669330/Mechabellum/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:43 - Jonas on Mechabellum; how it was made?

    1:13 - Two-person start in 2017; Mahjong/poker prototypes

    4:53 - No moving units, Go’s influence, fixing Round 1 snowball

    8:36 - Avoiding RTS snowball: equal income and reborn units

    11:36 - Unity choice; simple, low-latency networking design

    16:04 - Should you make a competitive auto-battler? (Don’t)

    19:26 - Live service pain and the death spiral

    22:16 - One bad update can kill an indie PvP game

    25:02 - Balancing philosophy: define goals, fun over variety

    27:45 - Double red/green: when to nerf (win rate vs pick rate)

    31:10 - Unit design with spreadsheets; emergent counters & guidelines

    37:16 - Counters without tags; armor experiments and why they failed

    41:27 - Tech design, tradeoffs, complexity vs fun; balancing techs

    46:56 - If you insist on PvP auto-battlers: know your goals

    49:50 - Technical constraints and scoping to your team

    52:03 - Monetization and positioning competitive strategy games

    58:00 - External shocks; start with PvE; Bazaar-style offline PvP

    01:00:15 - Fewer players and shorter matches to reduce concurrency

    01:03:37 - Marketing, Early Access pitfalls, Battle Aces; co-op PvP prototype

    01:08:08 - Managing community negativity and inevitable mistakes

    01:12:56 - Balancing PvE: ensure tool use; buff enemies, not players

    01:17:00 - Keeping old versions via Steam branches

    01:19:23 - PvE/co-op opportunities; Thronefall co-op and saying no

    01:25:51 - Scoping, minimal art, and fast content pipelines

    01:26:52 - Meta shifts as side effects

    01:28:54 - Team size; Out of Hand; art style and marketing lessons

    01:33:07 - Mechabellum roadmap; armor hopes; expanding the universe

    01:36:37 - Business reality: support what earns; risk vs reward

    01:38:07 - Randomness vs determinism: upsets, styles, and info gaps

    01:45:01 - Designing perceived fairness: RPS illusion and football

    01:50:23 - Jonas’ next game; staying small; freelancers vs growth

    01:54:17 - Endless Mode learnings and map persistence idea

    01:58:10 - Wrap-up

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Huw Millward the creator of Warsim: The Realm of Aslona, an entirely text based asci kingdom simulation game (that was written to a single code file with 700K lines of code).

    Links to my Guest

    ➤ Play Warsim on Steam: https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/

    ➤ Dim Parcio (Band): https://www.instagram.com/dimparcioband/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:56 - Why WARSIM worked

    1:52 - From tiny sales to quitting the day job

    3:09 - Sticking with a "failed" game

    5:06 - Obsessive Updates

    10:10 - Procedural Generation and Emergent Stories

    12:17 - The Throne Room’s Birth

    17:11 - Roleplaying a ruler: many playstyles

    20:59 - A 700k-line monolith

    26:56 - Follow-the-fun workflow, 500 co-designers

    31:16 - Moving beyond ASCII: new studio, higher stakes

    33:12 - Text games: should you make them?

    37:59 - Marketing a game with no graphics

    42:42 - Word-of-mouth and biggest wins

    46:39 - Slumbox reveal: city vs wasteland

    50:18 - Choosing GameMaker over Unity

    51:46 - Timeline, team, delegation, funding paths

    55:56 - Life outside dev: band, GDC adventures, merging music and games

    58:11 - Becoming a “real” game dev and balancing identities

    01:00:10 - Advice for devs: persistence, build what you love, design smart, community

    01:04:02 - Proc-gen principles and writing tips

    01:10:09 - Jonas’ advice for Slumbox

    01:12:01 - Jonas’ next project and goodbye

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Johan Grönvall who managed to succeed with his debut game Bopl Battle in some part due to his TikTok and YouTube Shorts strategy, in other parts due to his analytical perspective and going above and beyond to serve a strong vision for his game.

    Links to my Guest

    ➤ Play Bopl Battle on Steam: https://store.steampowered.com/app/1686940/Bopl_Battle/

    ➤ Johan's YouTube Shorts: https://www.youtube.com/@johangronvall9473/shorts

    0:00 - Intro

    0:47 - Why He Quit His Job During The Pandemic

    1:55 - The Game That Took 6 Years to Make

    4:41 - Starting By Improving on an Unpopular Game

    8:22 - The Motivation for Making Games

    9:36 - The Big Rewrite: Creating His Own Engine in Unity

    12:52 - What is Lockstep Networking?

    15:23 - Why Building on Top of Unity Can Be a Mistake

    18:48 - Coding Unique Physics That Unity Can't Handle

    23:31 - The Only Marketing That Actually Worked

    25:50 - How to Create Viral Shorts & TikToks

    33:32 - How Many Wishlists Do Viral Videos Generate?

    36:53 - A Genius Strategy for YouTube Content?

    41:15 - Why the Demo Was Almost a Full Game

    45:28 - Turning Bugs Into Beloved Features

    51:30 - The Struggle to Start The Next Project

    55:52 - The Explore vs. Exploit Dilemma for Creatives

    59:14 - Chasing "Success" as a Motivator

    1:03:47 - Why Indie Developers Should Be MORE Ambitious

    1:10:09 - Succeeding By Doing Everything "Wrong"

    1:16:33 - You Don't Have to Be a Super Genius to Succeed

    1:19:33 - How to Avoid Delusion as a Developer

    1:24:24 - What's More Important: A Fun Game or an Appealing Idea?

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest René Habermann who is behind games such as Domekeeper and PVKK (Planetenverteidigungskanonenkommandant), running a games studio called Bippinbits together with his wive. In this conversation we dive into how to validate your game ideas early.

    Links to my Guest

    ➤ Wishlist PVKK on Steam: https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/

    ➤ Play Domekeeper on Steam: https://store.steampowered.com/app/1637320/Dome_Keeper/

    ➤ Bippinbits Website: https://bippinbits.com/

    0:00 - Introduction

    0:50 - Why Indie Games Fail

    2:05 - The Minimalist Approach to Game Development

    3:09 - Using Validation Points to Succeed

    4:10 - Fun vs. Appeal: What's More Important?

    8:00 - The Crucial Role of "Fantasy" in a Game's Success

    12:21 - How YouTubers Can Spark a Game's Success

    17:10 - Can a Game Succeed Without Appealing Visuals?

    19:39 - Why Did Dome Keeper Work So Well on YouTube?

    23:08 - Designing for Yourself vs. The Market

    26:26 - "Make a Game You Enjoy": Good or Bad Advice?

    32:03 - Using Itch.io and Game Jams to Test Ideas

    39:05 - Is it Possible to Enjoy the "Tryhard" Approach to Game Dev?

    43:27 - From a 3-Day Prototype to a Full Game

    47:37 - The Demo vs. The Announcement: What to Do First?

    59:10 - What to Do When a Validation Point Fails

    01:06:17 - The Growth of Bippinbits Studio

    01:17:30 - Rene's Role in a Growing Studio

    01:23:18 - The "Mini-Teams" Approach to Scaling

    01:30:21 - Sharing Profits With The Team

    01:40:43 - Why Bippinbits Prefers the Godot Engine

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast, today with my guest Benjamin Zuckerer from Cip Soft, the creators of Tibia, an MMO that has been under continuous operation and development for over 30 years. This is an entertaining and educational look behind the curtain of how to make and run online games that last for decades.

    Links to my Guest

    ➤ Wishlist Persist Online on Steam: https://store.steampowered.com/app/2082980/Persist_Online/

    ➤ Play Tibia Online: https://www.tibia.com/mmorpg/free-multiplayer-online-role-playing-game.php

    ➤ Jobs at Cip Soft, Germany: https://www.cipsoft.com/de/karriere/stellenangebote

    0:00 - Intro

    1:02 - The Origins of Tibia (1995)

    3:04 - Pioneering the 'GMUD' Genre

    4:25 - Tibia's Place in Early MMO History

    5:37 - Surviving the Dot-Com Bubble

    8:43 - Inventing the Freemium Model

    10:44 - The Story Behind the Name 'CipSoft'

    12:32 - Development Before Modern Tools

    13:48 - Company Growth & Evolving Roles

    15:21 - The First Mobile MMORPG & Launch Strategy

    17:29 - Joining the Games Industry

    19:13 - The Role of a Product Manager

    22:58 - The 'Duping' Problem in MMOs

    28:25 - Team Culture & Security Threats

    32:50 - Single Player vs. Online Game Development

    37:28 - Why There Is No Tibia 2

    42:26 - The Struggle for a Second Hit

    47:08 - The Birth of 'Persist Online'

    51:12 - From Manager to Maker and Back

    53:43 - Building the 'Persist Online' Team

    57:09 - Prototyping & Co-Developing With the Community

    1:01:45 - How to Listen to Your Players

    1:07:21 - The Early Access Development Model

    1:11:00 - The Economics of Free-to-Play

    1:17:49 - Ethical Monetization

    1:23:38 - CipSoft & Persist Online Today

    1:27:53 - 20% Time: Fostering Innovation

    1:31:04 - Testing 'Persist Online' (Pre-Alpha)

    1:35:45 - The Challenges of Launching on Steam

    1:45:28 - 'Persist Online's' Steam Release Strategy

    1:53:57 - Advice for Indie Online Game Developers

    2:02:13 - The Exponential Cost of Making Online Games

    2:11:14 - Why Make Online Games? The Service Model

    2:17:17 - Engaging Players with a Limited Scope

    2:22:13 - Outro & Final Advice

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  • This is a Game Dev Podcast with my guest Gavin Eisenbeisz (Two Star) and your host Jonas Tyroller. In this episode I want to learn how to make wildly successful indie games that go viral a lot.

    Links to my Guest

    ➤ Wishlist Cuffbust on Steam: https://store.steampowered.com/app/2592220/CUFFBUST/

    ➤ 2nd Channel (Game Design): @ScientiaLudos

    ➤ Main Channel: @TwoStarGames

    0:00 - Intro

    0:57 - Look Where The Market Is Going

    4:02 - What Makes For a Viral Game Idea

    9:05 - Designing For Content Creators

    15:33 - How Rare Are Million Dollar Game Ideas

    19:47 - Why High Action Games Are Bad For Retention

    26:01 - Creating Brand Recognition

    31:43 - Mass Content Ability

    35:36 - When To Scrap Your Idea

    37:35 - The No-Prototypes Approach

    41:08 - Using The Trailer To Test Demand

    44:36 - How Content Creators Line Up To Play Your Game

    47:28 - Concept vs. Execution | What Matters Most

    51:18 - Indicators That You're On Track

    53:31 - Having Your Own YouTube Channel

    59:14 - Learning and Theory Crafting | Why and How

    1:04:38 - Gavin About Not Enjoying Game Dev As Much Anymore

    1:08:40 - Gavin and I Compare Our Approaches

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ