A Game Dev Podcast With Jonas Tyroller – Détails, épisodes et analyse

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A Game Dev Podcast With Jonas Tyroller

A Game Dev Podcast With Jonas Tyroller

tyrollerjonas

Technologie
Arts
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Fréquence : 1 épisode/8j. Total Éps: 17

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A game dev podcast for (aspiring) indie game developers, hosted by a "professional". (I am behind the Steam titles Thronefall, ISLANDERS, and Will You Snail.) Because I don’t rely on the show for income, the vibe is relaxed with minimal monetization. We focus on hands-on indie development and occasionally branch into broader game-dev topics. Episodes are also available in video on YouTube.

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TikTok and Shorts Are Insane for Indie Devs

jeudi 14 août 2025Durée 01:26:17

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

Test Your Game’s Potential in Just 3 Days

jeudi 7 août 2025Durée 01:47:17

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

Make An Online Game That Lasts 30 Years

jeudi 31 juillet 2025Durée 02:24:24

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

Make Your Indie Game Go Viral

dimanche 20 juillet 2025Durée 01:17:15

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

You (Probably) Can’t Trust Game Dev Formulas

jeudi 27 novembre 2025Durée 01:49:51

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

How to Make Brilliant Games With 0 Combat

jeudi 20 novembre 2025Durée 02:38:52

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

The 3 Layers Every Online Multiplayer Game Runs On

jeudi 11 septembre 2025Durée 02:25:36

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

Making a Competitive Strategy Game Survive

jeudi 4 septembre 2025Durée 01:58:46

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

How A Text-Only Game Became A Steam Hit

vendredi 22 août 2025Durée 01:13:34

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 Young Solo Dev Built a Steam Hit in 4 Months

jeudi 13 novembre 2025Durée 01:37:11

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


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