This is an in-depth look at how to make anything fun, in particular in games, education and life as a whole. The research is based on the book FLOW by Mihaly Csikszentmihalyi. My main point is that FUN = FLOW = LEARNING. The best predictor for fun is a good learning...
This is an in-depth look at how to make anything fun, in particular in games, education and life as a whole. The research is based on the book FLOW by Mihaly Csikszentmihalyi. My main point is that FUN = FLOW = LEARNING. The best predictor for fun is a good learning environment. In this video I dive deep into implications and practical solutions for game developers and designers, educators and anyone who just wants to have more fun in life, or gain a better understanding of the concept of "FUN". How do we make more fun games? What can education really learn from games (without "cheap" gamification tactics)? What makes for a fun and fulfilled life? I don't have all the answers, bud I do have some pretty FUN theories about it. Enjoy! :)
0:00 - A Quick Introduction to Fun
1:30 - The Explore vs. Exploit Dilemma
4:05 - Learning = Fun
8:06 - Fun vs. Motivation
10:31 - Requirements of Fun/Flow (A Good Learning Environment)
16:44 - The Flow Channel
20:05 - Mental Load Theory (Multiple Flow Channels)
26:53 - When Fun Is Uncomfortable
32:14 - Flow Mixing & How Your Brain Perceives It
33:53 - Getting Others Into Flow
37:26 - Meeting People at Their Skill Level
47:30 - How to Design Fun Decisions & Balancing
54:26 - Fun in Education
1:03:57 - Fun in Life
1:08:15 - Dealing With Boredom & Frustration
1:12:00 - Final Thoughts
The games I worked on:
➤ Thronefall: https://store.steampowered.com/app/2239150/Thronefall/
➤ Will You Snail: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ ISLANDERS: https://store.steampowered.com/app/1046030/ISLANDERS/
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
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...
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:...
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
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...
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...
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
I turned the Steam into a video game. Can you guess how successful a game is just by looking at its store page? This is my Chrome plugin "Review Guesser" where you have to guess the number of reviews of random games on Steam. I added a new game mode and open sourced it on...
I turned the Steam into a video game. Can you guess how successful a game is just by looking at its store page? This is my Chrome plugin "Review Guesser" where you have to guess the number of reviews of random games on Steam. I added a new game mode and open sourced it on GitHub for all of you to try.
Get my Review Guesser Chrome Extension on GitHub:
➤ https://github.com/LooveToLoose/Jonas-Review-Guesser
Listen to my game dev podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
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:...
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
I turned the Steam into a video game. Can you guess how successful a game is just by looking at its store page? This is my Chrome plugin "Review Guesser" where you have to guess the number of reviews of random games on Steam. It's surpisingly interesting and highly...
I turned the Steam into a video game. Can you guess how successful a game is just by looking at its store page? This is my Chrome plugin "Review Guesser" where you have to guess the number of reviews of random games on Steam. It's surpisingly interesting and highly educational for game developers. Enjoy!
Get my Review Guesser Chrome Extension on GitHub:
➤ https://github.com/LooveToLoose/Jonas-Review-Guesser
Listen to my game dev podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
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...
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 ➤ Lacuna on...
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
➤ Lacuna 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:...
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...
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
How do you make a successful indie game that actually sells on Steam? I claim that you don't need a gameplay hook for your game. Here is why and what you need instead. 0:00 - What I Mean With "Hook" 1:00 - Experience Over Hooks 3:34 - Why Hooks Are Dangerous 5:23 - Four...
How do you make a successful indie game that actually sells on Steam? I claim that you don't need a gameplay hook for your game. Here is why and what you need instead.
0:00 - What I Mean With "Hook"
1:00 - Experience Over Hooks
3:34 - Why Hooks Are Dangerous
5:23 - Four Pillars of Game Dev Success
7:20 - The Actual Problem
7:54 - Some Solution Ideas
14:28 - Focus on The Correct Problem
Listen to my game dev podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
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...
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...
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/
➤ Unreal Version is Out as well: https://github.com/clockworklabs/SpacetimeDB/releases/tag/v1.4.0
➤ 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