All Episodes
Game, Develop, Repeat — 175 episodes
Time for a Change
Hidden Knowledge
The Impatient Gamer
Be About It
Defying and Navigating Fate in Games
Magic in Games and Life
Overcoming Creative Frustration (Also, Brainstorming)
Zombies
Sleep In Games
Let's Discuss Demos
What If Bananas Had Eyes
Mewgenics and Invisible Consequences
From Scratch?!
A Hobbit's Life For Me
Art, Journaling, and Physical Media
The Bigger Picture
Baby Steps
Keep It Simple and Honest
Junk Food and Games
Do It By Hand
Lightbulb Moments
Does This Game Spark Joy
Wanderstop + Embodying Characters
I Underestimated My Phone
Clarifying Game Designs
Walkthroughs and Strategy Guides
Impossible Goals vs Impossible Methods
A Soft Reset
The Windows Rant: Guess I'm Gaming on Linux
The Role of Memory
Side Quests and Miniature Challenges
I Finally Tried Balatro
Brevity
Get Organized
Know Thyself, Gamer
Windowkill is Phenomenal
Negativity is Overrated
Taking Action
On Passion
Do Games Teach Patience
You Can't Buy Skill
Good Projects Are Scary
So Many Games, So Little Time
What Keeps Us Playing
It's ok to suck
You Missed Your Shot, Now What?
Priorities and Sacrifices
Getting to Protoyping
Pretending to Work and Fake Fun
The Minimap Rant
When to Stop Gaming
The Video Game Writing Rant
Games and Expectations
Fresh Starts
Oops I'm Failing
Killing Time
Redemption Arcs
Peace and Quiet
Into the Unknown
On Being Practical
On Trying Too Hard
The Tortured Artist
A Cozy Update
Rewards in Games and in Life
The Overthinker
Some Optimism For You
The Sidequest Dilemma
Have Games Gotten Worse?
Procrastinating is Okay
Binge Gaming
Sweat the Small Stuff
Life Without Games
On Overthinking
Inspiration and Personal Evolution (Don't Escape)
Sonic Says I've Gotta Go Fast
100: Shortcuts Cheats and Struggles
099: Feedback and Early Access (Soulframe)
098: The Impression of Fun (Brighter Shores)
097: Default Hotkeys and You
096: The Goal Dilemma
095: On Competitive Games
094: Creative Exhaustion
093: Drowning, Timers, and Quest Logs
092: Satisfactory is Basically Game Development
091: Addicted to Walkthroughs
090: Noticing Good Game Design
089: Ignorance in Gaming (The Joyful Newb)
088: From Idea to Design
087: It's Time to Remake Final Fantasy 8 (FFVIII)
086: Binge Gaming vs Patient Gaming
085: On Uncertainty
084: Why Are MMOs Fun? (WoW)
083: Simplicity (Fishy)
082: In Defense of Being Bad
081: Getting Stuck
080: Mindless Satisfying Games (PowerWash Simulator)
079: How to Make a Good Game Bad
078: The Joy of Consequences in Games
077: How Games Help Us Grow
076: Why Make Games
075: Pure Goofy Fun (Worms)
074: On Touching Grass
073: No Bad Ideas (Parappa the Rapper)
072: Why Play Games
071: Propaganda and Helldivers 2
070: Upward Spirals and Game Development
069: The Gameplay Loop of Game Development
068: Conquering Creative Paralysis
067: My Favorite Pokemon Game (Jade Cocoon)
066: I Earned a World Record (Dustforce)
065: When to Ditch a Project
064: Why Grinding Doesn't Feel Like Work
063: Being Willing to Fail (Chess)
062: The Most Relaxing Games
061: The Difference Between Bad and Incredible (Front Mission 3)
060: How to Git Gud (League of Legends)
059: How to Panic (Incredible Crisis)
058: Planning Your Game (Stardew Valley)
057: Patiently Pushing Limits (Subnautica)
056: Scams and Games
055: Picking the Right Game Idea
054: Blending Story and Gameplay (Yakuza: Like a Dragon)
053: Indie Dreams
052: Number Goes Up (Gnorp Apologue)
051: Choosing a Game Engine
050: Designing Turn-Based Combat
049: The Urge to Give Up
048: Dungeon Siege + The Power of Nostalgia
047: How Games Teach Us
046: Super Hexagon + Player Defeat
045: How it Feels to Release a Game
044: Splatterhouse 3 is Terrifying
043: MediEvil + Spooky Skeletons
042: Dredge + Discovery
041: Why Making Games is Scary
040: Age of Mythology + The Impact of Setting
039: Why You Should Make a Platformer
038: Stardew Valley + Calm Passion
037: Starfield + Illusions
036: Change + The Gamification of Suffering
035: Baldur's Gate 3 + Designing Decisions
034: DnD + How to Succeed at Game Development
033: One Finger Death Punch + Simple Game Mechanics
032: A Short HIke + Comfort
031: Cookie Clicker + Hedonistic Adaptation
030: Planescape Torment + Choices
029: Dave the Diver + Commitment
028: Final Fantasy 9 + Fatal Flaws
027: Magicka + Elemental Realism
026: Forager + Addictive Gameplay
025: Diablo II + Loot
024: Dragon Quest 11 + Optimism
023: Sacrifice + Guiding Playstyles
022: Cook Serve Delicious 3 + Customizing Difficulty
021: Celeste + Empathy through gameplay
020: Morrowind + Exploration
019: Age of Wonders 4 + Optimizing Gameplay Loops
018: Breath of the Wild + Holistic Game Design
017: Final Fantasy 8 + Tiny Details
016: Dance Dance Revolution + Control Schemes
015: Tales of Maj'Eyal + Iteration
014: Black and White + Room for Interpretation
013: Final Fantasy 7 + Believable Worldbuilding
012: The Vale + Designing With Limitations
011: Eastshade + The Fun in Peace
010: Warcraft III + Skill Development
009: Getting Over It with Bennet Foddy + Enjoying Failure
008: Nox + Distinctive Playstyles
007: Katamari Damacy + Trusting Yourself
006: Yakuza + Satisfying Rewards
005: Cult of the Lamb + Blending Genres
004: In Other Waters + Limitations
003: Fishing Addiction + Ignoring the "Real" Game
002: Spiritfarer + Compelling Characters
001: Legend of The Dragoon + Avoiding Monotony