Explorez tous les épisodes du podcast Dev Dream Pod with Blake Gocey
| Titre | Date | Durée | |
|---|---|---|---|
| How Edmund McMillan Broke The Tactics Genre | 23 Mar 2026 | 00:44:40 | |
Join the Discord https://discord.gg/a2hceZhcfJ In this episode of the Dev Dream podcast, I sit down with legendary indie game developer Edmund McMillen, creator of The Binding of Isaac and Super Meat Boy, to talk about the design philosophy behind his newest game, Mewgenics.We dive deep into **indie game development, tactical game design, roguelike mechanics, and the creative mindset required to build genre-defining games**. Edmund explains how he approaches complexity in game systems, why most tactics games are actually shallow, and how randomness can create deeper strategy—similar to systems found in games like XCOM and Fire Emblem.We also explore how ideas from tabletop games and card games like Magic: The Gathering helped shape the gameplay depth of Mewgenics. Edmund shares stories from his early career, including working at GameStop, building Flash games, and the persistence it took to eventually create some of the most influential indie games ever made.Check out Mewgenics: https://store.steampowered.com/app/686060/Mewgenics/Edmund's YouTube channel: https://www.youtube.com/@UCIr36tGw1gpR_XeXC5n1DzA If you're an **aspiring indie game developer, game designer, or fan of roguelikes and tactical RPGs**, this conversation is packed with insights on:* Designing deep but accessible gameplay systems* Prototyping game ideas and building strong core fantasies* Balancing randomness and skill in strategy games* Learning from tabletop game design* The realities of building successful indie gamesWhether you're building your first indie project or studying the design behind legendary games, this interview offers a rare look inside the creative process of one of the most influential indie developers in the world. Chapters:0:00 Intro3:05 What Makes GOTY6:10 Creative Obsession9:20 Early Career Struggles12:35 Designing Mewgenics16:00 Tactics Game Depth19:20 Board Game Influence22:45 Randomness vs Skill26:10 Prototyping Ideas29:30 The Sewer Problem33:10 Fixing Player Friction36:20 Designing Accessibility39:35 Respecting Players42:20 Art And Aesthetics45:40 The Game Dev Dream#gamedev#indiegamedev#indiegames#gameDesign#roguelike#tacticalrpg#tacticsgames#mewgenics#bindingofisaac#supermeatboy#indiedev#gamedevelopment#indiegame#gamepodcast#gameindustry | |||
| How To Make A Roguelike Fun | 23 Mar 2026 | 00:56:10 | |
Want more insights into the devs you love? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDiscover Landon's epic indie gamedev journey: 7 years from Scratch to Unity solo dev success! Dive deep into Pizza Cafe VR (passive $20-50/month on Meta Quest), Unity asset tips ($25 earned), and Vault of the Vanquished – coin-flipping roguelike masterpiece blending Balatro synergies + Slay the Spire deckbuilding! Steam Next Fest demo secrets, 550+ wishlists via YouTube Shorts/TikTok, early access roadmap, busted infinite combos, playtesting hacks, lore-building passion, D&D inspirations, and why ANYONE can go full-time gamedev. Essential roguelike design, marketing, & motivation for aspiring devs!Wishlist NOW: https://store.steampowered.com/app/3241250/Vault_of_the_Vanquished/ Play FREE Demo: https://store.steampowered.com/app/4135670/ Broken Flame YT: https://www.youtube.com/@BrokenFlameGames Website/Free Games: https://brokenflamegames.com/ Pizza Cafe VR: https://www.meta.com/experiences/pizza-cafe-vr/10084435734915025/Chapters:0:00 – Intro & Early Gamedev3:45 – Indie Game Doc Inspiration7:20 – Favorite Game Influences11:10 – Starting YouTube Channel14:50 – Broken Flame Name Story18:30 – Pizza Cafe VR Beginnings22:05 – VR Playtesting Challenges25:40 – Passive Income from VR29:15 – Pizza Cafe Gameplay Design32:55 – Thoughts on VR Future36:40 – Unity Assets Experience40:10 – Vault of the Vanquished Intro43:50 – Coin Flipping & Card Synergies47:25 – Lore-Based Tutorial Approach51:00 – Why 3D Environment54:35 – Roguelike Balancing Struggles58:10 – Marketing & Wishlist Growth#IndieGameDev #Roguelike #Balatro #VaultVanquished #GameDevPodcast #SoloDev #SteamNextFest #UnityDev #CoinFlipGame #GamedevJourney #EarlyAccess #YouTubeShorts #VRGameDev #PizzaCafeVR #IndieRoguelike | |||
| Miziziziz's Passive Income Blueprint | 23 Mar 2026 | 00:55:07 | |
Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDive into indie game dev mastery with Miziziziz: full-time gamedev since 2019 via small games backlog yielding $1K+/month passive Steam revenue (Endoparasitic $6K, Voyager 19 $1.4K last 31 days). Unlock mechanics-first prototyping for 130-hour releases like Camelot 10,000 CE typing roguelite, Lurking Fear Lovecraft horror, and Endoparasitic one-arm survival horror smash. Dominate Godot tutorials-to-devlogs YouTube evolution, Four Devs One Artkit series, horror genre hacks for easy Steam marketing/scares/atmosphere. Nail sustainable strategy: courses bootstrap income, strict contracts over rev-share, 3-hour $10 playtimes, avoid big-game burnout for creative freedom. Get full-time playbook—I Make Games podcast vibes, business mindset sans minmax joy-kill, scale dreams with teams for indie empire-building.Check out Miz:https://www.youtube.com/results?search_query=mizizizizChapters:00:00 Intro01:57 YouTube Platform Changes 02:58 Why Start YouTube 04:03 Content Types Evolution 04:42 Tutorial Passion Insights 06:49 Tutorial Entertainment Balance 07:33 Four Devs Series 09:08 Challenge Videos Viability 09:21 Game dev Mr.Beastification Concerns 11:02 Impressive Challenge Games 12:24 Games Promotion Strategy 12:49 Proudest Game: Endoparasitic 13:36 Endoparasitic Concept Explained 14:53 Endoparasitic 2 Reflections 15:35 Publisher Name Change 16:06 Solo Workflow Details 17:12 Small vs Big Games 18:48 Defining Game Completion 20:53 Team Collaboration Views 23:40 Upcoming: Camelot Game 25:44 Upcoming: Lurking Fear 26:44 Mechanics-First Approach 27:48 Horror Genre Recommendations 29:54 Godot Engine Switch 32:02 Full-Time Dev Path 33:17 Sustainable Income Strategy 36:06 Min-maxing vs Joy Debate 39:23 Back Catalog Earnings 42:01 Specific Revenue Examples 42:44 Contracts Over Rev-share 43:19 YouTube Income Role 44:16 Non-Trailer Video Plans 46:16 I Make Games Podcast 48:28 Podcast Format Discussion 50:38 Fun Dev Group Ideas 52:24 Four Devs Inspiration 53:34 Current Game dev Dreams 55:04 Outro#Gamedev #IndieGamedev #Miziziziz #PassiveIncome #SoloGameDev #FullTimeDev #IndieSuccess #GameDevIncome #SoloIndie #Devlog #YouTubeGamedev #IndieJourney #FinancialFreedom #DevDreamPodcast #GamedevPassive | |||
| How Beginner Game Devs Actually Succeed | 23 Mar 2026 | 00:52:00 | |
Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDive into inspiring indie gamedev with Madars (Mad R Games) on the Dev Dream podcast: from overwhelmed beginner dreading massive Metroidvania time-travel projects to 15+ completed game jams, Godot mastery, and building a roguelike Legends Reloaded with procedural rooms, drunkard's walk generation, spawner vulnerability bars, and Enter the Gungeon/Brotato vibes. Overcome imposter syndrome, scope creep, level design struggles, and burnout—learn why beginners tackle huge games, MVP minimum viable product strategies, tight deadlines that boost productivity, and why small scoped prototypes beat unfinished epics. Discover YouTube growth secrets with personality-packed devlogs (day-in-life, accountability motivation), Steam Deck dev setup, retro arcade side hustle, and balancing full-time job, family, newborn, house move while chasing full release. Get actionable advice: split overwhelming tasks, set clear finish lines, focus on fun mechanics first, provide real viewer value beyond showcases, and never quit under pressure—perfect for aspiring solo devs, Godot users, roguelike creators, and game jam enthusiasts dreaming of Steam demos, publishers, and sustainable indie success.Check out MadRDev: https://www.youtube.com/@UCRl4gwo5vKW9Uqnr7V9GKBw His upcoming steam game (Legends Reloaded)https://store.steampowered.com/app/4223710/Legends_Reloaded/0:00 Intro5:40 Career Switch & Game Dev Start11:09 Why Beginners Tackle Huge Projects16:16 Game Jams & Lessons Learned21:28 His Game Dev Journey26:06 Current Roguelike Project31:03 YouTube & Video Production36:46 Motivation & Common Mistakes41:20 Advice for Viewers46:34 Future Goals & Dev Dream#Gamedev #IndieGamedev #Madars #Madrdev #IndieDev #GodotEngine #Devlog #IndieJourney #SoloDev #GameDevLife #GodotDev #IndieGameDev #DevDreamPodcast #GamedevMotivation #IndieSuccess | |||
| He ABANDONED YouTube and GameDev and then EXPLODED | 23 Mar 2026 | 00:54:15 | |
Want my unfiltered thoughts? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDive into indie gamedev inspiration with Jerb (JerBob) on Dev Dream podcast: from storytime animation roots (Odd Ones Out style) to quitting dream game Coco the Last Leaf after 2 years, rediscovering passion via Blackthornprod competition & goofy stealth-puzzle Vampy's Big Day (sun-shadow mechanics, vampire vs fairy duality, multiple endings). Overcome burnout, imposter syndrome, massive scope creep—learn why beginners tackle huge Metroidvanias, benefits of small games/game jams, Construct 3 visual scripting, YouTube Shorts vs long-form for community growth (millions of views), Instagram trial reels strategy, balancing college/family/church mission. Get actionable advice: prioritize fun mechanics, build accessible characters, collaborate for brainstorming, chase community joy over perfection for sustainable indie success & Steam release dreams.Check out @Jerbob https://www.youtube.com/@UCn4yDc7cTT1nMJfiBXyYdEA 00:00 - YouTube Hiatus and Return01:26 - Quitting the Dream Game Coco03:30 - Journey from Animation to Gamedev07:10 - Storytime Animation and Influences11:46 - Why Animations Took Years13:13 - Vampy's Big Day Success Factors15:45 - Blackthornprod Competition Experience17:12 - Competition Critique and Response21:20 - Continuing Vampy's Big Day Development24:04 - Vampy Mechanics and Choices28:48 - Stealth Puzzle Design Challenges31:19 - YouTube Shorts and Platforms37:05 - Instagram and TikTok Results41:20 - Practicing Art and Game Jams43:48 - Construct 3 and Collaboration50:39 - Future Gamedev Dreams#Gamedev #IndieGamedev #Jerbob #JerbobDev #GodotEngine #IndieDev #Devlog #GameDevJourney #SoloDev #GodotDev #IndieGameDev #DevDreamPodcast #GamedevMotivation #IndieSuccess #GodotTutorial | |||
| Make Games At HYPER SPEED | 23 Mar 2026 | 01:17:46 | |
Want my unfiltered thoughts? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDive into indie gamedev acceleration with Edward (Fast Forward My Game): craft Steam hits like Dodge King in 90 days via rock-bottom-to-success blueprint, dodging scope creep/feature creep by locking 90% design early, MVP minimum viable product prototyping, and self-denial for unchanged mechanics. Overcome burnout, shiny object syndrome, imposter syndrome—harness habits like ditching screen time addictions, aggressive playtesting, deadlines for flow state, and market research to guarantee wishlists/sales. Tackle "small games aren't cool" pushback: recycle assets, evolve from $22 flops to profitable Deluxe editions, demo deadlines breed creativity. Master consultation secrets: brainstorm sessions, personalized roadmaps (1K-2K steps), accountability checks slashing 9h phone doom-scrolling, genre-agnostic strategies (avoid builders for speed). Achieve sustainable full-time indie dreams—systemize brainstorming/execution for rapid launches, player feedback loops, and community amplification without 10-year grinds.DodgeKing Deluxe's Steam page:https://store.steampowered.com/app/2086270/DodgeKing/?beta=1Toad Tavern's Steam Page: https://store.steampowered.com/app/3575570/Toad_Tavern/Character-Focused Prototype Example: (mentioned @ 24:06)https://www.youtube.com/watch?v=E8a7CaPDMQwTenkaStudios/Venator Shout-Out: (mentioned @ 41:49)https://chrisrosario.itch.io/Indie Game Clinic Shout-out: (mentioned @ 1:09:21)https://www.youtube.com/@IndieGameClinic/videos00:00 Intro05:15 Rock-Bottom to 90-Day Game11:30 Dodge King Failure & Redemption17:45 Systems That Beat Scope Creep24:00 90 % Design Lock Secret30:20 Current Game: Another Chance36:40 Addressing the “Slop on Steam” Criticism43:10 Market Research Deep Dive50:30 How Consultation Actually Works58:00 Can Any Genre Work?1:04:20 Managing First-Game Expectations1:11:00 His Real Dream Right Now | |||
| How Aarimous Solved Steam | 23 Mar 2026 | 01:06:28 | |
Want my unfiltered thoughts? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDive into raw indie gamedev success with Aramus on Dev Dream podcast: A Game About Feeding a Black Hole explodes to 30K+ Steam wishlists in weeks, 10K in one week via NextFest demo, GrayStillPlays/I'm Cade coverage (500K+ views), and minmaxed marketing—delayed release to polish pacing, concurrent users, Steam algorithm levers. From solo Hexagod/Chess Survivors struggles ($8/hr) to partnering with Corey (Thornity) for 300-hour profitable incremental roguelike, learn escaping prototype hell, ditching scope creep, validating fun fast, balancing feel vs analytics, and why success mixes preparation + luck (crit rolls on YouTube emails, algorithm spikes). Honest talk: business mindset for full-time indie profitability, tail sales runway, burnout recovery, community joy over perfection, and dream of financial stability for real breaks—Minecraft servers, WoW hardcore, guilt-free time off. Perfect for aspiring solo devs, incremental fans, roguelike creators, Steam wishlist grinders chasing sustainable gamedev dreams.Check out Aarimoushttps://www.youtube.com/channel/UCUTX0Ek1sccH392l9qGWf0AChapters:0:00 - Podcast Intro 1:18 - Hitting 10k Wishlists 5:09 - Why They Delayed Release 6:33 - Minmaxing for Profitability 10:37 - Business Side Reality 16:02 - Starting YouTube Honestly 23:44 - Value of Collaboration 27:50 - Birth of Black Hole 32:30 - Choosing Incremental Genre 42:49 - Why Multiple Games 55:02 - Is Success Luck 1:04:07 - Current Game Dev Dream | |||
| The UNBELIEVABLE Journey of Tim Ruswick | 23 Mar 2026 | 00:53:00 | |
For even more insights join the Dev Dream Newsletter: http://bit.ly/4rzrgoH🚀 Tim Ruswick FULL INTERVIEW: Game Dev Breakdowns, Phyophobia Secrets, Mental Health, Finish a Damn Game, DevPods Collab, Murder Bunnies TCG, Indie Launches & MORE! 🎮💔Join the Dev Dream Podcast as Tim Ruswick (legendary indie game dev YouTuber, Phyophobia creator, Finish a Damn Game founder) spills EVERYTHING: 2015 psychotic road trip collapse, selling company & losing it all (car repossessed, license suspended), YouTube channel going dark after 3 years, full-time indie burnout, art heals mental health, embracing failure, no more full-time indie (wife + kid now!), Phyophobia (fear of love, 5 stages of grief, suicide opener, demonic hearts hell, saved his life from dark thoughts), insane physical edition (66 hand-stained wooden boxes w/ burned upside-down hearts, USB game, demonic poetry book), Underground Elite mastermind group, GameDev.tv courses, DevPods.gg anti-burnout collab system (Unity/Godot/Unreal pods, ship freeware fast, 12-15 contributors/game, weekly tasks, no crunch), Murder Bunnies no-meta TCG (shared deck, action trade-offs, Kickstarter hit), Ludum Dare jams, Plunder Bus Vikings, Battle Barn, Rocket Redneck, game jams motivation, marketing tips, procrastination traps, ship fast feels, TCG decks (Jinzo machines, Dark Blastoise Steelix), rap albums suppressed creativity.Indie gamedev motivation, mental health in game dev, finish games advice, collaborative game development, indie game launch failures/successes, Unity tutorials, Godot devs, Unreal Engine, game jam strategies, TCG design no meta, board games Kickstarter, YouTube gamedev channel growth, Patreon masterminds, Twitch streaming game dev, full-time indie risks, ship anyway mindset.If you're a solo indie dev, beginner gamedev, burnt-out creator, or chasing gamedev dreams - this raw convo inspires! Tim's vulnerability on anxiety, depression, therapy, meds, creativity suppression, road trips healing = game-changer.Check Out Tim: https://www.youtube.com/@tim-ruswick0:00 Intro 1:33 Finish a Damn Game 9:03 Helping Others Procrastinates You 12:00 2015 Breakdown Road Trip 18:33 Art Heals, Ship Anyway 21:36 Embrace Not Knowing 23:30 Channel Went Dark 26:30 Phyophobia Saved My Life 30:45 No Full-Time Indie Again 31:43 Demonic Physical Edition 37:21 Don’t Do It Alone 39:07 DevPods Anti-Burnout System 43:19 Jamming and Shipping Fast 45:19 Murder Bunnies No Meta 50:36 Ship More, Feel More#Gamedev #IndieGameDev #GameDevPodcast #TimRuswick #Phyophobia #DevPods #FinishADamnGame #MentalHealthGameDev #IndieGameLaunch #GameJam #LudumDare #UnityGameDev #Godot #UnrealEngine #TCG #MurderBunnies #IndieBurnout #ShipGames #GamedevMotivation #ArtHeals | |||
| An Innovative New Vision For Indie Game Devs | 23 Mar 2026 | 01:25:41 | |
For even more insights join the Dev Dream Newsletter: http://bit.ly/4rzrgoHInterviewing Cory Darby about Game Dev, working with Aarimous, and a new vision for how game devs make money.🚀 Corey Darby (Thornity) FULL INTERVIEW: Min-Maxing Indie Game Dev Success, Steam Algo Secrets, Sales Velocity, Wishlist Engineering, Click & Conquer $100k+, A Game About Feeding a Black Hole, No Publisher Model, Rev Share, Pricing Strategy & MORE! 🎮💰In this raw Dev Dream Podcast episode, Corey Darby (aka Thornity) — professional min-maxer, data-driven gamedev analyst, marketer & co-creator of Click & Conquer (40k+ copies, $100k revenue on ~400 hours) — breaks down how to engineer luck on Steam. We dive deep into the 3-7 day sales velocity window, discovery queue clawback, concurrent players, low refunds, playtime engineering, aggressive 40% launch discounts (max 2 weeks), literal titles vs creative, capsule importance (hire artists ~$500), trailer rules (YouTube-style editing: 3-5 sec cuts, trim aggressively), UI polish or hide it, tag engineering for audience matching, refund audits, demo metrics (80% retention @10 min/1 hr), Next Fest wishlist explosions, and why he despises the traditional publisher model.Corey shares his work with Aramos on A Game About Feeding a Black Hole (20k+ wishlists in weeks, 99% Popular Up & Coming lock, predicted 5-10k first-week copies, 20-30k possible in 72 hrs if it hits Popular Recently Released). We cover the 300-hour experiment that became Click & Conquer, normal/challenge/idler modes for high-ROI playtime, variable stats from day 1, festival timing warnings, lifetime playtime pitfalls (add your own analytics!), and building a sustainable indie business via rev-share partnerships instead of derisk-then-fund publishers.0:00 Intro1:23 Corey's Role 1:50 Professional Min-Maxer 2:32 Click and Conquer 3:08 300-Hour Experiment 3:45 Sales Results 4:11 Project Choices 4:49 Post-Mortem Data 5:21 Indie Lens 5:52 Sales Velocity 6:03 3-7 Days 6:40 Viral Outliers 7:02 Engineering Luck 7:21 Black Hole 8:07 YouTube Scraper 9:36 Day Metrics 9:47 Sales Visits 10:05 Discovery Queue 11:26 Steam Algo 12:03 Luck Quote 12:35 Discovery Inputs 13:00 Store Page 14:17 Top Funnel 15:22 50k Easy 16:17 Playtime Engineering 17:30 Short Value 18:23 Genre Marketing 19:05 Sustainable Business 20:30 Foundation First 21:36 Genre Research 21:53 Playtime Refunds 22:05 Launch Timing 22:37 10:09 AM 23:26 Publisher Timing 24:10 Refund Rates 25:06 Concurrent Players 26:13 Longer Tradeoff 27:02 ROI Modes 29:06 Normal Challenge 30:58 Low-Hanging Fruit 31:28 Variable Stats 32:34 Base Hours 33:02 Two-Hour Base 34:05 Store Clarity 34:39 Capsule Importance 36:07 Hire Artist 37:45 Title Capsule 38:05 Literal Titles 39:44 Name Radar 40:47 Capsule Intent 41:16 Sales Page 42:32 Quick Clarity 44:08 Trailer Strategy 45:36 No Waste 46:02 YouTube Rules 47:19 Trim Aggressively 48:50 UI Opinion 51:21 UI Check 53:56 Tagging System 56:27 Tag Preview 56:47 Initial Audience 57:07 Pricing Refunds 58:43 Playtime Drop 1:00:25 Demo Metrics 1:01:28 Lifetime Issue 1:03:00 Festival Warning 1:04:35 Launch Discount 1:06:02 Algo Signals 1:07:53 Mediocre Thousand 1:09:58 Black Hole 1:10:11 Prediction Video 1:11:58 5-10k Week 1:12:15 20-30k Chance 1:13:28 Wishlist Speed 1:14:35 NextFest Day 1:15:07 Exponential Mindset 1:17:02 Corey Dream 1:18:03 Biggest Building 1:21:15 Different Model 1:22:01 Publisher Hate 1:24:47 Rev Share 1:25:31 Podcast End#gamedev #indiegamedev #steam #indiegame #clickandconquer #gameaboutfeedingablackhole #thornity #coreydarby #steamalgo #salesvelocity #wishlist #nextfest #indiemarketing #steamlaunch #pricingstrategy #refunds #playtime #discoveryqueue #capsuleart #gametrailer #tagstrategy #revshare #nopublisher #indiebusiness #incrementalgame #idlegame #minmax #gamedevpodcast | |||
| How Brainless Solved GameDev YouTube | 23 Mar 2026 | 00:49:33 | |
Check out brainlesshttps://www.youtube.com/@UCJmAuKzz_VHa3Yb7v19KIvQ🎮 Brainless FULL INTERVIEW: 330k Views & 15k Subs in 3 Months with ONLY 5 Videos! How to Make Games When You're Bad at Everything, Finding Art Style in 40 Days, Music Struggles, Quitting 9-Month Game, Game Jam Lessons, Perfectionism, Scope Creep & More! 🚀In this inspiring Dev Dream Podcast episode, Brainless (fast-rising gamedev YouTuber & animator) shares how he exploded to 330,000+ views and 15,000+ subscribers in just 3 months with only 5 videos (1 trailer). We dive deep into his journey: starting gamedev with zero experience, embracing being "bad at everything," finding an art style in 40 days of daily practice, brutal music creation struggles, quitting a 9-month scoped-too-big first game, the power of tiny-scope game jams (made a game in 10 days!), perfectionism & iteration creep, technical debt in Godot, why long-form YouTube is hard for game promotion (shorts better), and his dream of making one perfect small solo game entirely himself.Perfect for beginner game devs, solo indie developers, Godot users, aspiring gamedev YouTubers, and anyone struggling with scope creep, perfectionism, or imposter syndrome.0:00 - YouTube Success Secrets 0:26 - Relatable Beginner Mindset 2:36 - Editing Skills Tips 5:22 - Starting Game Dev 5:59 - Embrace Imperfection Now 7:17 - Hobby vs Career 9:20 - From Promotion to Passion 11:14 - Educational Content Strategy 12:41 - Viral Appeal Unlocked 15:21 - Quitting Over Scope 16:00 - Tiny Scope First 18:34 - Shorts for Promotion 20:13 - Finding Art Style 21:59 - Art Practice Freedom 23:04 - Art Tools Guide 26:33 - Music Expectation Struggles 28:39 - Music Improvement Plan 31:31 - Passion-Driven Multitasking 33:32 - Fun-First Dev Mindset 34:04 - Game Jam Lessons 35:22 - Crunch vs Flow 36:50 - Small Scope Polish 38:24 - Overcoming Perfectionism 40:30 - Portfolio Over Goals 42:22 - Sticky Note Scope 43:22 - Iteration Creep Warning 45:34 - Micro Project Practice 47:43 - Solo Game Dream#gamedev #indiegamedev #brainless #howtomakegames #gamedevbeginner #godot #scopecreep #perfectionism #artstyle #gamedevmusic #gamejam #indiedeveloper #youtubegamedev #gamedevmotivation #solodeveloper #technicaldebt #iterationcreep #tinygames #firstgame #gamedevpodcast #indiegame #godottutorial #gamedevtips #youtubegrowth | |||
| How To ANNIHILATE Game Dev Burnout | 23 Mar 2026 | 00:51:08 | |
Check out Jesse's channel:https://www.youtube.com/@codernunk🚀 Jesse (CoderNunk) FULL INTERVIEW: Burnout Recovery, Autism in Game Dev, Quitting Job to Go Indie, Returning to Corporate, Godot RPG Dream Since High School, Blender Tutorials, YouTube Growth Struggles, JRPG Rankings & MORE! 🎮💻In this heartfelt Dev Dream Podcast episode, Jesse (CoderNunk) opens up about his 30K+ subscriber YouTube journey teaching Blender-to-Godot workflows, thorough tutorials, viral shorts strategy, evergreen content advantage, and fighting the algorithm as a generalist gamedev channel. He shares raw experiences with autism spectrum disorder (early Asperger’s diagnosis), masking in corporate software engineering, unresolved trauma, family losses, severe burnout in 2022, sleep apnea discovery, quitting a high-paying investment firm job to recover & pursue indie gamedev full-time, the failed attempt to start a dev-focused web agency/business, getting rehired, and balancing mental health recovery with a day job + passion project.0:00 - Burnout Recovery Journey 0:33 - Inspiring Game Devs 1:15 - Game Dev Dream 2:06 - Journey Over Destination 3:19 - Early Game Passion 5:29 - Autism and Burnout 7:04 - Embracing Neurodiversity 8:13 - Corporate Job Trade-offs 9:47 - Returning to Work 11:03 - Thorough Tutorial Tips 12:06 - Blender Content Success 13:45 - Viral Shorts Strategy 14:09 - YouTube Algorithm Challenges 16:27 - Evergreen Content Advantage 18:02 - YouTube as Support 19:02 - Failed Business Venture 21:00 - Large Scope Risks 23:26 - Quitting Job Cautions 25:59 - Solo vs Team 28:41 - Game Dev Evolution 32:11 - GDAU Potential Advocacy 32:30 - Unique RPG System 35:00 - JRPG Team Vision 36:03 - JRPG Inspirations 36:46 - Perfect JRPG Crafted 41:56 - Blind JRPG Rankings 44:02 - Xenoblade Series Favorites 49:20 - Personal Game Dream#gamedev #indiegamedev #burnout #autismgamedev #godot #blender #jrpg #coderNunk #indierpg #large scope #mentalhealthgamedev #youtubegamedev #evergreencontent #viralgamedevshorts #xenoblade #finalfantasy7 #chronocross #goldensun #clairobscurexpedition33 #devdreampodcast | |||
| Screw Your Passion and Make Games | 23 Mar 2026 | 00:55:38 | |
Check out Dryden's channel:https://www.youtube.com/@UCId6dSaE77w7C6y910enyng 🚀 Dryden Thomas (Light Hoof Dryen) FULL INTERVIEW: Blackthorn Prod Controversy (Lost 70/30 But Community Voted #1!), Disinherited Roguelike Devlog, Scope Creep Lessons, Music Composer Roots, Perpetual Stew Inspiration, Silksong Pricing Debate, Publisher Pitches SXSW Sydney, Contract NDA Work, Hades/Dead Cells Vibes & MORE! 🎮🎼Light Hoof Dryen (Dryden Thomas) shares his explosive gamedev YouTube journey: Blackthorn Prod Challenge stress (3 weeks, 12-18hr days, 2nd place but top 9 comments say he should've won!), Disinherited roguelike (Dead Cells gameplay + Hades story, catacombs demo, Gon the Gravedigger boss, light/reaper mechanics), scope creep pitfalls (community feedback grew it!), quality/iteration creep balance, SXSW Sydney demo prep (tutorial iteration, unmissable onboarding), publisher pitches (validating but rare wins, pitch deck clarity), judging prods (rubric subjectivity, apple/orange comparisons).Music roots: Parents musicians/teachers, violin/viola prodigy → musical theater/voice degree → 8yrs composing (String Sprouts curriculum, Heirloom/Yeva collabs), burnout pivot to gamedev portfolio → full-time solo dev. Perpetual stew inspiration (David Lynch films, Radiohead/Joanna Newsom/Björk, Hollow Knight/Silksong 75hr binge). Silksong $20 value debate (indie context, guaranteed sales). Contract NDA work (multiplayer/mobile skills, pays debts but no multitasking). Pass the Game fun (chess Minesweeper → transformed). YouTube gaps (editing drudgery, 100-day challenge). Attitudes: Confidence + humility, daily focus, follow excitement/tools (Hank Green vibes).For solo roguelike devs, music composers in gamedev, Blackthorn prod fans, scope creep survivors, publisher hopefuls – raw motivation!0:00 - Music Teaching Roots 0:10 - Contract Work Challenges 0:15 - Inspiration as Stew 1:59 - Blackthorn Prod Stress 3:10 - Community Voting Impact 4:07 - Discord-Driven Challenges 5:05 - Judging Subjective Games 7:04 - Memento Mori Inspiration 9:14 - Perpetual Inspiration Stew 11:10 - Silksong Pricing Debate 13:12 - Scope Creep Lessons 15:25 - Quality Creep Balance 16:32 - Demo Design Focus 18:26 - Dead Cells Influence 22:26 - Publisher Pitch Insights 24:07 - Pitch Deck Clarity 25:19 - Music Background Influence 27:17 - Starting Small Success 28:52 - Burnout to Gamedev 30:01 - Music to Gamedev 31:03 - Teaching to YouTube 32:34 - Confidence with Humility 33:55 - Multidisciplinary Dev Challenges 35:17 - Follow Your Tools 36:52 - Choosing Familiar Tools 38:21 - Embracing Failure Fearlessly 40:09 - Journey Before Destination 41:29 - Passion-Driven Tasks 43:00 - YouTube Posting Gaps 44:01 - Contract Work Benefits 47:08 - Contract vs Solo 48:36 - Multiplayer Dev Struggles 49:27 - Percolating Creative Ideas 50:42 - Pass the Game 53:42 - Inspiring Dev Dream 54:13 - Completing First Game 54:54 - Avoiding Hard Goals#Gamedev #IndieGamedev #BlackthornProd #Disinherited #Roguelike #ScopeCreep #MusicGamedev #PublisherPitch #Silksong #HollowKnight #DeadCells #Hades #PerpetualStew #DevDreamPodcast | |||
| They Stopped Following Because He Has Not Made A Hit | 23 Mar 2026 | 01:43:20 | |
Want more insights into the devs you love? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHIn this in-depth Dev Dream podcast interview, Marnix from BiteMe Games reveals how a 3-person indie studio has survived 4+ years without a massive viral hit. We dive deep into their transparent journey: quitting high-paying jobs, funding through YouTube + Patreon + game sales, the surprise success of Unicycle Pizza Time ($30k+ gross), lessons from Forge Industry, horror titles like Kyoto Anomaly & Overtime Anomaly, and the explosive Steam Next Fest performance of their upcoming incremental game **MMO 98** (thousands of wishlists, top charts in idler/incremental category).Marnix shares raw truths about small-team life in Belgium → Japan, art struggles (asset packs + lighting tricks), why they split into mini-teams of 2, the shift from big management sims to fast 1-2 month releases, content creator luck vs skill, dealing with toxic comments ("not successful enough"), and why 2026 favors fast-iteration indies over giant passion projects.Perfect for indie devs, solo creators, incremental/idler fans, and anyone curious about real sustainable game dev in 2025-2026 — no fluff, just honest numbers, mindset shifts, and actionable advice.Check out MMO 98: https://store.steampowered.com/app/3907940/MMO_98/**Chapters:**0:00 – Welcome & Guest Intro 4:15 – Starting BiteMe Games Story 8:40 – From CS Students to Full-Time Devs 13:20 – Quitting Jobs & Risk Taking 18:55 – Funding: YouTube, Patreon, Sales 24:10 – Small Team Joy vs Growth 29:35 – Art Struggles & Asset Packs 34:50 – Unicycle Pizza Time Success 40:25 – Streamer Bait Timing & Luck 45:50 – Multiple Mini-Teams Strategy 51:15 – Genre Hopping vs Focus 56:40 – MMO 98 Origin & Concept 1:02:05 – Explosive Next Fest Results 1:07:30 – Demo Design & Balance 1:13:00 – Release Plans & Marketing 1:18:45 – Handling Hate Comments 1:24:20 – Passion vs Business Mindset 1:30:10 – Game Dev Dream in 2026 1:35:45 – Final Thoughts & Outro #IndieGameDev #GameDevelopment #BiteMeGames #MMO98 #IncrementalGame #SteamNextFest #UnicyclePizzaTime #IndieDevJourney #SoloDevTips #GameDevPodcast #IndieStudio #ClickerGame #IdlerGame #GameDevBusiness #TransparentDev #IndieSuccess #GameDev2026 #WishlistSuccess #IndieMarketing #SmallTeamDev | |||
| The Man Who Quit YouTube and Become A Game Dev | 23 Mar 2026 | 00:55:57 | |
Check out Nathan on YouTube: https://www.youtube.com/@UCRqidbTzLS8tNSl-q0UEMEw🚀 Nathan Roner FULL INTERVIEW: ShadowVers 1.65M Subs YouTube Editor → Indie Dev Cocoa Loco, Gamedev YouTube 2025 Viability, Cozy Cafe Game Demo Challenges, Unreal Switch Mastery, Crowdfunding vs Publishers, Scope Creep, Steam Playtest, Algorithm Black Hole, Shorts Marketing & MORE! 🎮☕Ex-ShadowVers full-time manager/editor (1.65M subs) Nathan Roner dives deep on pivoting to indie gamedev: Cocoa Loco origins (Animal Crossing/Club Penguin inspo, 4yr "6-month" project, winter hot drinks theme, 3hr short story + arcade modes), Unity runtime fee → Unreal mastery (save systems, blueprints inheritance), Steam playtest (usability feedback, live sessions forms), cozy demo concerns (time pressure removal, retention/pacing), convention gauge (Melbourne expo March 2026), scope creep/iteration (reworks ok if improving), gamedev YouTube 2025 (no cracked algorithm, Danny/Matrix consistency wins, podcast devlogs, shorts as marketing not multiplier), ShadowVers realities (first-hr views dictate year, thumbnail swaps, 12-14hr days, small biz feel), quitting full-time YT (revenue stress, no formula), engine advice (try all: Godot nodes annoy, Unreal jobs edge), multidisciplinary obsession (programming/art/design burnout-proof), crowdfunding hesitancy (accountability publishers/gov grants), dev dream (sustainable games funding comfy life).For cozy game devs, Unreal beginners, gamedev YouTubers 2025, Steam playtesters, scope creep fighters – raw insights!0:00 - Big Channel Experience 0:05 - YouTube Gamedev Viability 0:15 - Cozy Game Challenges 1:06 - Podcast Starting Tips 2:23 - Cocoa Loco Origins 5:23 - Demo Success Gauge 7:17 - Cozy Demo Concerns 8:35 - Time Pressure Removal 9:25 - Short Game Design 10:41 - Steam Playtest Insights 13:27 - Usability Feedback Focus 14:21 - Live Playtest Benefits 15:17 - Unreal Mastery Goals 16:02 - Save System Rework 18:02 - Switch Port Challenges 19:12 - Game Engine Choices 21:04 - Custom Engine Experimentation 22:25 - Gamedev Obsession Drive 24:27 - Passion Over Burnout 25:48 - Multidisciplinary Gamedev Appeal 27:04 - YouTube Career Lessons 28:50 - Algorithm Uncertainty Struggles 30:38 - Analytics-Driven Adjustments 31:44 - Varied YouTube Tasks 33:00 - Small Team Dynamics 34:00 - Content Farm Risks 35:07 - Gamedev Algorithm Mystery 37:41 - Uncracked Gamedev Format 39:52 - Documentary-Style Potential 41:36 - Innovative Gamedev Content 43:01 - Shorts as Marketing 45:10 - Short Form Strategy 46:23 - Consistency for Success 47:09 - Crowdfunding Hesitancy Reasons 48:54 - Government Funding Critique 51:16 - Crowdfunding Accountability Concerns 53:57 - Inspiring Dev Dream 54:10 - Sustainable Gamedev Life#gamedev #indiegamedev #youtubegamedev #cocoaloco #cozygamedev #unrealengine #steamplaytest #scopecreep #shadowvers #gamedevyoutube2025 #cozygame #indiedev #devlog #algorithm #shortsmarketing #crowdfunding #devdreampodcast | |||
| Why Indie Game Devs Have To Do Everything Differently Now | 23 Mar 2026 | 00:52:52 | |
Wishlist Ben's Upcoming Game:https://store.steampowered.com/app/3974620/Wrangle_Ranch/View Ben Bonk YouTube channel:https://www.youtube.com/@UCLO_c9nyLCwohHqovjlmpDw🚀 Ben Bonk FULL INTERVIEW: Slime Keep Relaunch (Very Positive on Steam!), 5-Year Dev Lessons, Mono-Green Palette Obsession, YouTube Gamedev 2025 Viability, Scope Creep Pitfalls, Ludum Dare to Commercial Path, Wrangler Ranch Jam-to-Release, AI Vibe Coding, Unity Runtime Fee Fears, Small Projects Dream & MORE! 🎮🟢Ben Bonk (prolific gamedev YouTuber) breaks down Slime Keep relaunch success (20k wishlists Very Positive 98 reviews, first commercial launch after 5+ years), mono-green limited palette origin (Ludum Dare 46 jam → YouTube traction), biggest challenges (no early plan, spaghetti code, motivation dips), why he would NOT recommend 5 years on first commercial game, YouTube-driven expansion (devlogs boosted visibility), marketing shift for Wrangler Ranch (Steam festivals, content creators devlogs), gamedev YouTube 2025 (algorithm tougher, no cracked format, consistency wins but not guaranteed sales), shorts vs long-form, AI optimism/balance (debug help vs learning loss), Unity loyalty vs runtime fee scare, small projects future (fun experiments, branch genres), passion technical mastery, project management value (Trello, playtesters), team vs solo (small team momentum).For roguelike devs, pixel art creators, gamedev YouTubers 2025, scope creep survivors, Ludum Dare alumni, indie launchers – honest insights!0:00 - Intro0:52 - Slimekeep Relaunch Success 2:15 - Launch Expectations Met 3:17 - Five-Year Dev Lessons 4:12 - Hobby Dev Balance 6:10 - Jam-to-Commercial Path 9:46 - YouTube-Driven Expansion 10:22 - YouTube Worth It? 11:13 - Devlogs Marketing Limits 13:47 - Next Game Marketing 14:21 - Steam Festivals Focus 15:49 - Small Team Workflow 17:45 - Team vs Solo 19:31 - Slimekeep Challenges 21:32 - Plan Early Crucial 22:18 - Self-Assessment Honest 24:01 - Project Management Value 26:32 - Planning Saves Time 28:17 - Steam Tagging Strategy 30:10 - Early Gamedev Sparks 32:53 - Unity Loyalty Reasons 33:22 - Unity Runtime Fears 35:19 - Beginner Starting Tips 36:02 - Dive Deep End 37:47 - Avoid Scope Traps 38:00 - Engine Choice Irrelevant 40:05 - Balancing Videos Games 42:30 - 2025 YouTube Shifts 44:33 - AI Balanced Optimism 47:29 - Passion Trumps Skill 50:35 - Small Projects Dream#gamedev #indiegamedev #slimekeep #benbonk #youtubegamedev #roguelike #ludumdare #scopecreep #unity #gamedevyoutube #indielaunch #pixelart #monogreen #devlog #steamfestivals #devdreampodcast | |||
| He Started Making Games As A COMPLETE BEGINNER | 23 Mar 2026 | 01:02:48 | |
Check out Skies of Aevium:https://store.steampowered.com/app/3209000/Skies_of_Aevium/The Shelfman YouTube channel:https://www.youtube.com/c/TheShelfman/videos🚀 Jordie Vanderplank (The Shelf Man) FULL INTERVIEW: Skies of Aviuum Dream (Greek Mythology + Full Automation), Lehatau 100% Reviews, Dance Assembly Viral, Imposter Syndrome, Tweening Game Feel, Sheepville Community Experiment, Revshare Art Partnership, Unity Return, AI Coding Balance, YouTube + Gamedev Burnout & MORE! 🎮📚Jordie Vanderplank (The Shelf Man) shares his inspiring journey: massive passion project Skies of Aviuum (Greek mythology survival-crafting with unlimited automation, Factorio + Minecraft vibes), combining two lifelong obsessions, scope creep reality, working with an artist on revshare, programming strengths (systems, game feel, tweening), art/sound weaknesses, Lehatau (minimal city builder – still 100% positive reviews on Steam), Dance Assembly silly viral game, Sheepville community-driven TikTok experiment (sheep per follower + daily story), imposter syndrome overcoming (“I think I got this”), self-taught path (Game Maker → Brackeys → Unity), Unity return after Godot experiment, AI vibe-coding traps vs learning, balancing YouTube + editing job + gamedev, shiny object syndrome management, small games joy vs long-term passion projects, dev dream (quit editing job, focus fully on making games full-time).Perfect for solo devs, automation game lovers, Greek mythology fans, imposter syndrome fighters, YouTube + gamedev balancers, beginners afraid of scope.0:00 - Automation Obsession Roots 1:08 - Skies Abium Vision 2:11 - System Design Approach 4:34 - Scope Creep Reality 6:06 - Timeless Dev Challenges 7:53 - Programming Strengths 9:24 - Tweening Game Feel 11:07 - Self-Taught Journey 13:13 - Imposter Syndrome Tips 15:37 - Progress Self-Comparison 18:30 - Small Project Joy 20:08 - Shiny Object Management 21:07 - Screen Fatigue Fixes 23:31 - Small Games Nuance 25:28 - Explore Big Ideas 26:11 - Solo vs Team 28:52 - Revshare Partnership 30:01 - Collaborative Art Decisions 32:24 - Sheepville Experiment 35:12 - Community Game Potential 37:17 - Multi-Project Balance 43:10 - YouTube Marketing Myth 46:09 - Unity Return Rationale 47:40 - Unity Trust Erosion 49:52 - AI Art Rejection 52:51 - Vibe Coding Traps 55:07 - Engine Choice Simple 57:23 - Author Journey Insights 1:00:05 - Full-Time Dev Dream#gamedev #indiegamedev #skiesofavium #jordievanderplank #theshelfman #automationgame #greekmythology #factoriolike #scopecreep #impostersyndrome #tweening #unity #gamedevyoutube #indiesurvival #craftinggame #revshare #devdreampodcast | |||
| ABANDON Your 9-5 To Do Game Dev | 23 Mar 2026 | 00:35:37 | |
Get Help From Jackson: https://jacksonnexhip.gumroad.com/ Jackson's discord server: https://discord.com/invite/VFSdVKyFWeSlightly Esoteric Game Dev: https://www.youtube.com/@esotericgamedev🚀 Jackson Nexip FULL INTERVIEW: Ex-Chemist Harvard Competitor & Extreme Athlete → Indie Dev, Countercultural Thinking, Creativity for Mental Health, Community/Mentoring Power, Overcoming Stuckness, Following Tools Not Dreams, Weekly Playtests, Rotating Director Studio Dream, Void Tender Wildlife Photography Game & MORE! 🎮🧪Jackson Nexip (Slightly Esoteric Games) opens up on his wild path: chemistry training (Harvard competitions) + extreme sports → indie gamedev pivot (seeking creative freedom), why systems felt constricting, blending science/math with art/music, countercultural mindset ("think outside the matrix"), creativity as mental health lifeline (express or suffocate), breaking free from unfulfilling paths, community/mentoring importance (Discord feedback, peer loops, "ask for help"), starting tips (YouTube tutorials, tinker/combine mechanics), overcoming stuckness (reflect on resistance, scrap/replan), following tools not dreams (day-to-day focus rigid visions), big vision balance (energy from ideas, adapt as you grow), weekly playtests (low-pressure local group), studio dream (fund team for passion projects, revenue share, rotate directors for unique voices), Void Tender (wildlife photography with dreamcore entities, volunteer team).For indie devs, mental health in gamedev, community builders, beginners seeking motivation, extreme thinkers – profound insights!0:00 - Creative Drive Origins 0:54 - From Chemist to Gamedev 2:56 - Countercultural Mindset 5:15 - Breaking Free from Systems 6:10 - Creativity as Mental Health 8:44 - Overcoming Stuckness 11:33 - Following Tools, Not Dreams 14:45 - Day-to-Day Focus Strategy 17:28 - Big Vision Balance 18:14 - Starting with YouTube Tutorials 20:28 - Community Importance 22:07 - Weekly Playtest Value 26:02 - Releasing Three Steam Games 29:17 - Studio Dream for Team 30:49 - Void Tender Project Vision 32:24 - Rotating Director Model 33:06 - Open Collaboration Invite#gamedev #indiegamedev #jacksonnexip #voidtender #mentalhealthgamedev #creativity #indiecommunity #mentoring #stuckness #followingtools #indiedream #indieteam #devdreampodcast | |||
| How To Win A Game Jam | 22 Mar 2026 | 01:25:05 | |
Join the Discord: https://discord.gg/a2hceZhcfJ Check out the Studio Kunic channel.https://www.youtube.com/@studiokunic 🚀 William Bunick (Kunik) FULL INTERVIEW: 17-Year Unity Vet → Godot Switch, Playdate Lua Mastery, Engine Tier List (Godot #1 for Indies!), Game Jams for Finishing, AI Coding/Debug (NOT Art), Tutorial Hell Escape, 3 Solo Steam Games, RPG Maker → Beyond Engine History & MORE! 🎮🔧William Bunick (Studio Kunic/Critical Kunic) shares 25+ years gamedev wisdom: Unity → Godot (5-day jam, faster compiles, scenes prefabs), Playdate Lua (100% code, procedural dungeons, faux 3D at 20-30fps), engine recs (Godot #1 indies, Unreal AAA path, avoid Unity post-runtime/cloud push), game jams (scope mastery, expand winners like Lair Keeper roguelike), AI (LLM debug/cleanup/prototype gold, vibe-coding traps; art/reference ok, no finals), tutorial hell fix (LLMs for components/functions ONLY, not full code), history (RPG Toolkit/Maker → Beyond/SS13/Hurricane 50-60 peak players), 3 solo Steam games (free, passion-driven), problem-solving joy money, community/Discord motivation.For beginners, engine switchers, jam vets, AI skeptics, scope strugglers – timeless advice!0:00 - Wowee Game Jam 0:07 - AI in Gamedev 0:12 - Unity to Godot 0:26 - Gamedev Journey 3:11 - Unity Pricing Issues 3:29 - Playdate Lua Development 5:19 - Lua Coding Process 7:30 - New Dev Advice 14:51 - William’s Introduction 17:00 - Gamedev Evolution 26:51 - Free vs Commercial 29:33 - Problem Solving Passion 33:14 - Game Jam Benefits 39:20 - Expanding Jam Projects 40:05 - Gamedev Aspirations 44:44 - Inspiring Developers 48:32 - Creativity’s Value 53:34 - TTRPGs and Gamedev 59:50 - Stealing Game Ideas 1:01:38 - TTRPG Roles 1:02:54 - Final Thoughts 1:03:18 - Encouraging Newbies 1:08:39 - Discord Community 1:10:21 - Avoiding Tutorial Hell 1:16:43 - AI for Coding/Art 1:24:41 - Closing Remarks#gamedev #indiegamedev #williambunick #kunic #godot #unitytogodot #playdate #gamejams #ai gamedev #tutorialhell #roguelike #indieengines #devdreampodcast | |||
| He Followed EVERY Piece of Game Dev Advice | 23 Mar 2026 | 01:08:26 | |
Want to learn more about game dev? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHJoin us on the Dev Dream Podcast for an inspiring conversation with Kai from Ink Ribbon, a passionate YouTuber and indie game developer. Kai shares his journey from being a horror game enthusiast to releasing his first commercial Steam game, "Hundred Doors." We dive into his experiences with game design education, building a successful Resident Evil-focused YouTube channel, practical game dev advice, using AI as a tool, post-release emotions, and tips for aspiring devs. Whether you're a beginner game developer or a horror fan, this episode is packed with insights on scope management, prototyping, marketing, and dreaming big in indie game dev. Don't miss Kai's thoughts on healing the gaming industry and his future plans!In this episode of the Dev Dream Podcast, indie game developer Kai from Ink Ribbon shares his real-world experience releasing his first Steam game, Hundred Doors, a liminal space horror walking simulator. As a university-trained game designer and creator of one of the top Resident Evil YouTube channels, Kai discusses overcoming scope creep, following essential game dev advice, using AI for coding tutorials without direct implementation, prototyping mechanics in Unreal Engine Blueprints, post-release emotional rollercoasters, and the responsibility to create quality games for players. Perfect for aspiring indie devs, horror game fans, and YouTubers, this interview covers education in game design, merging YouTube audiences with game promotion, differences between liminal horror and survival horror genres, future projects like a horror-themed shop simulator, and tips to avoid common pitfalls in game development to achieve passive income and build a small studio.- Play Hundred Doors on Steam: https://store.steampowered.com/app/3892240/Hundred_Doors - Ink Ribbon YouTube Channel (Main - Resident Evil Content): https://www.youtube.com/@InkRibbon - Ink Ribbon Tutorials YouTube Channel (Game Dev Tutorials): https://www.youtube.com/@inkribbontutorials Chapters:0:00 - Podcast Introduction 3:31 - Guest Background 6:44 - Game Design Passion 10:20 - College Experience Reflections 13:42 - Starting YouTube Channel 17:02 - Game Dev Advice 20:09 - Setting Deadlines 23:26 - Prototyping Phase 26:53 - Channel Promotion Impact 30:01 - Post-Release Emotions 33:16 - Hating Your Game 36:30 - Early Access Discussion 40:01 - Using AI Tools 43:37 - AI Ethical Considerations 47:00 - Hundred Doors Design 50:54 - Level Inspiration Sources 54:09 - Liminal Horror Genre 58:03 - Horror Game Tips 1:01:16 - Future Game Plans 1:05:03 - Dev Dream Vision 1:08:15 - Episode Outro #GameDev #IndieGame #HorrorGames #ResidentEvil #HundredDoors #GameDesign #UnrealEngine #AIGameDev #YouTubeGaming #IndieDevAdvice #LiminalSpace #SurvivalHorror #PodcastInterview #DevDream #SteamGames #ScopeCreep #Prototyping #PostReleaseBlues #GameDevelopmentTips #IndieStudio | |||
| How Pontypants Became Game Devs Rising Star | 23 Mar 2026 | 01:32:08 | |
Want to hear my behind the scenes thoughts? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHIn this in-depth Dev Dream podcast interview, Ponty Pants (creator of Punch a Bunch and the viral hit A Difficult Game About Climbing) opens up about his journey from VFX artist to full-time indie developer, the massive role YouTube devlogs played in finishing his first game, why he skipped heavy prototyping on both titles, the philosophy behind “FODian” games vs rage games, design choices for unique controls and streamer appeal, dealing with corporate burnout, music creation as a solo dev, and much more. Whether you're a solo dev, hobbyist, or just love indie success stories, this candid conversation is packed with honest lessons, motivation, and behind-the-scenes insights from one of the most entertaining voices in indie gamedev.▶ A Difficult Game About Climbing: https://store.steampowered.com/app/2497920/A_Difficult_Game_About_Climbing/ ▶ Punch a Bunch: https://store.steampowered.com/app/1512590/Punch_A_Bunch/**Chapters** 0:00 Intro & Flappy Fart beginnings 3:20 From VFX to Unity & early motivation 7:10 Quitting corporate life & YouTube viability in 2026 12:15 YouTube's real impact on finishing Punch a Bunch 17:20 Danny, Meabunk mystery & gamedev YouTube space 21:45 Funding the jump to full-time indie 26:00 Early Punch a Bunch feedback & motivation 29:50 Prototyping – or the lack of it 33:00 FODian games vs rage games explained 37:50 Streamer-friendly design choices 42:15 Luck, skill & planning the climbing hit 47:50 Loincloth physics & butt-crack fixes 51:10 Putting your name on the game 55:00 Weird indie ideas & untapped potential 59:20 Following passion vs genre data advice 1:03:40 Biggest Punch a Bunch challenges 1:09:00 AI boss system & regrets 1:13:00 Surfaces & friction design in Climbing 1:18:00 Viewer questions – infinite budget & layoffs 1:23:00 Streamlined design & minimal customization 1:27:00 Current gamedev dream & prototyping era #IndieGameDev #GameDevelopment #SoloDev #PontyPants #ADifficultGameAboutClimbing #PunchABunch #GettingOverIt #IndieDev #GamedevPodcast #Devlogs #Unity #IndieGames #GameDesign #StreamerGames #FODianGames #IndieSuccess #GamedevJourney #YouTubeGamedev #IndieDevLife #GameDevTips | |||
| How This Dev Made $150,000 in Early Access | 23 Mar 2026 | 01:32:36 | |
Want to hear my behind the scenes thoughts? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDive into an inspiring indie game dev interview with Connagh (co-creator of Dice with Death) on the Dev Dream Podcast! Discover how this unique dicebuilding roguelike — inspired by Farkle / Farle from Kingdom Come: Deliverance and The Seventh Seal — launched successfully into Steam Early Access against conventional wisdom.Connagh shares his journey from Jagex (RuneScape), professional Magic: The Gathering, YouTube D&D & card game content creation, to building Sea Glass Games' breakout roguelite. Topics include roguelike scope control, balancing without spreadsheets, art style mixed-media challenges, low refund rates, wishlist growth, optimization nightmares, marketing realities, and why discipline beats passion for finishing games.Perfect for indie developers, roguelike fans, Slay the Spire & Balatro lovers, dice poker enthusiasts, and anyone interested in solo/small-team gamedev success stories, Early Access strategy, Steam visibility tips, and creative vs commercial balance in game development.🎲 Play Dice with Death: https://store.steampowered.com/app/3435260/Dice_With_Death **Chapters:**0:00 - Intro & Guest Background 3:20 - From RuneScape to YouTube & Back to Gamedev 7:45 - Creating Dice with Death: Farkle Roguelike Origins 11:30 - Why Choose Roguelike Genre & Scope Control 15:10 - Indie Roles: Designer, Artist, Developer Balance 19:40 - Business vs Art: Making Money to Keep Creating 23:55 - Studio Work vs Indie Freedom: Who Should Join AAA? 28:20 - Favorite Mechanics & Relics (Bronze Pickaxe Chaos) 32:45 - Balancing Philosophy: Vibes Over Spreadsheets 37:30 - Hidden Difficulty & Player Self-Regulation 42:15 - Mixed-Media Art Style Journey & Evolution 47:00 - Small Team Workflow & Hiring Realities 51:30 - Biggest Technical Challenges (Optimization Hell) 56:10 - Why Launch in Early Access? Necessity & Benefits 1:01:00 - Early Access Launch Strategy & Next Fest Demo 1:06:20 - 1.0 Roadmap & Post-Launch Content Plans 1:11:45 - Marketing, Wishlists & Low Refund Rate Secrets 1:17:00 - Sales Numbers Reveal & 1.0 Expectations 1:22:30 - RNG Honesty & Player Perception Myths 1:27:45 - Passion vs Discipline in Finishing Games 1:31:20 - Gamedev Dream & Future Creative Freedom #IndieGameDev #Roguelike #DiceWithDeath #GameDevelopment #EarlyAccess #IndieDev #Roguelite #DiceBuilding #FarkleGame #GameDesign #IndieGame #SteamGame #GamedevPodcast #GameDevTips #BalatroLike #SlayTheSpire #RuneScape #IndieDevStory #GameMaker #IndieRoguelike | |||
| How One Solo Dev Turned a Small Game Into a Cult Classic | 23 Mar 2026 | 01:28:38 | |
Want to hear my behind the scenes thoughts? Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHExecute by solo dev Payne Robinson sold 20,000+ copies on Steam and paid off student loans — but it didn't feel like "success" at first. In this Dev Dream Podcast episode, Payne shares raw insights on indie game development, incremental games, realistic expectations, marketing on Steam, cutting features for focus, prestige systems, balancing "big numbers go up," Godot tips, Pico-8 learning path, wishlist strategies, Next Fest mistakes, and the artist vs bisdev mindset.Whether you're a hobbyist gamedev, aspiring full-time indie developer, or fan of dark humor incremental games like Universal Paperclips, Territory Idle, or A Game About Feeding a Black Hole, this conversation is packed with actionable advice and honest reflections on launching a cult classic in the incremental genre.📺 Subscribe for more indie dev interviews & inspiration!Check out Execute on Steam:https://store.steampowered.com/app/3829620/Execute/Chapters:0:00 – Intro & Launch Expectations3:45 – Execute Game Overview & Success Reality8:20 – Why Execute Resonated (Core Idea & Player Feedback)13:10 – Playing Games to Make Better Games18:55 – Cutting Features & Scope (Bloated Prototypes)24:30 – "You Must Finish Every Game" Myth29:40 – Is Incremental "Easy Mode" in 2025–2026?35:15 – Prestige Systems & Territory Idle Inspiration40:25 – Balancing Progression (Vibe Check vs Data-Driven)45:50 – Biggest Coding & Organization Challenges51:00 – Steam Capsule Art Secrets & Hooks56:30 – Wishlists, Next Fest, Outreach Lessons1:02:10 – Luck vs Skill in Steam Success1:07:45 – Artist vs Business-Dev Mindset Debate1:13:20 – YouTube Strategy & Passive Income Reality1:18:50 – Making Games Fun (Play, Not Just Make)1:24:15 – Current Projects & Full-Time Dev Dream1:28:03 – Closing Thoughts & Baby on the Way!#IndieGameDev #IncrementalGame #ExecuteGame #GodotEngine #SteamIndie #SoloDev #GameDevelopment #IndieDevPodcast #GameDesign #Pico8 #SteamMarketing #GamedevTips #IndieSuccess #BlackHoleGame #PassiveIncome #IndieGameMarketing #GameDevJourney | |||
| If Jonas Tyroller Had To Start Over... | 23 Mar 2026 | 01:28:44 | |
Join the Discord: https://discord.gg/a2hceZhcfJ Jonas Tyroller (creator of Thronefall, Will You Snail, and co-creator of Islanders — both million+ sellers) shares his complete indie game dev blueprint for 2026, prototyping advice, business strategy, and brutally honest lessons from huge successes and near-misses.In this Dev Dream Podcast interview, Jonas reveals:- How he & Grizzly Games sold **over 1 million copies** of Thronefall (and Islanders too)- Why he now starts every project with **fantasy & feel** instead of mechanics- His exact step-by-step plan if he had to restart game dev from scratch today (solo → small team → passion projects)- Harsh truths about platformers, early access, copycats, wishlisting, Steam demos, and marketing minimalism- Deep thoughts on luck vs skill, making games "fun" (Flow theory), balancing art vs minmaxing, and more- Current projects: multiplayer games + free passion puzzle game KobakcoPerfect for solo devs, hobbyist game makers, aspiring full-time indie developers, and anyone inspired by realistic (not hype) indie success stories.Thronefall:https://store.steampowered.com/app/2239150/Thronefall/0:00 – Intro & Welcome to Jonas Tyroller 0:32 – Thronefall: Over 1 Million Copies Sold – What Made It Explode? 3:45 – Prototyping Thronefall – Fantasy First, Not Mechanics 8:20 – Choosing the Right Game Fantasy (Easy to Understand + Craveable) 12:05 – Biggest Challenges in Thronefall Dev (Pathfinding, Snowball Balancing) 16:45 – Early Access vs Full Release – Was It the Right Call? 20:10 – Small vs Big Games – Optimal Scope & Diminishing Returns 24:50 – Minmaxing vs Artistic Passion – Finding Your Balance 28:55 – Copycats & Mobile Clones – Where Jonas Draws the Line 31:55 – Will You Snail – Platformer Mistakes, Personality, and Long Tail Sales 36:20 – Islanders – Minimal Art, Proximity Mechanics, Selling the IP 41:10 – YouTube vs Full-Time Game Dev – How Jonas Balances Both Now 45:50 – Next 3 Years – Multiplayer Projects + Free Puzzle Game Kobakco 49:20 – Advice for New/Solo Devs – Full Restart Blueprint in 2026 55:10 – Marketing Minimalism – Steam Page, Demo, Next Fest, Creator Outreach 1:00:30 – Podcast Insights – What Successful Devs Have in Common 1:04:50 – Reflections on Gavin Eisenbeisz & CuFFbust Launch Lessons 1:09:20 – Luck in Indie Success – Birth Lottery vs Controllable Factors 1:13:50 – Teaching Game Design on YouTube – Why Jonas Loves It 1:17:50 – Viewer Questions – Favorite Genres, Jiu-Jitsu, Board Game Dream 1:22:20 – Making Games Fun – Flow, Learning, and Efficient Feedback 1:27:10 – Jonas’s Current Game Dev Dream – Balance & Inner Peace 1:28:18 – Outro & Thanks for Watching!#IndieGameDev #JonasTyroller #Thronefall #WillYouSnail #Islanders #GameDevAdvice #SoloDev #IndieGameSuccess #GameDevelopment #SteamNextFest #IndieDev #GameDesign #Prototyping #GameDevPodcast #IndieGames #GamedevTips #ThronefallGame #IndieDevJourney #MakeGames #IndieSuccess | |||
| You CAN Succeed With A UNIQUE Game On Steam! | 23 Mar 2026 | 01:12:44 | |
Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHDive into indie game dev success with Brano's Healed to Death, a groundbreaking roguelike healer game inspired by World of Warcraft MMO healing mechanics and frustrating raid fails. Learn solo dev tips, Godot tutorials, game jam prototypes, and balancing challenging healing spells in roguelites without number-go-up boredom. Unpack controversial Hades healing critique, feedback loop fixes, and why 10 years of MMO healing expertise is essential for fun healer gameplay design. Discover Steam revenue secrets—$96K gross from 6K+ sales—tail sales strategies, marketing to roguelike YouTubers, and avoiding mono-gamers for better indie Steam wishlists. Get actionable advice on smaller games like Dome Keeper clones, incremental games, reverse-engineering fun, and prototyping Venn diagram ideas to go full-time indie dev.Check out Healed to Death on Steam: https://store.steampowered.com/app/2765490/Healed_To_Death/0:00 Healing Rage Inspiration3:15 Jam Feedback Goldmine6:45 Solo Dev Volunteers10:35 AAA Studio Collapse14:20 Drafting vs Healing Fun17:45 10-Year Healing Expertise21:30 Hades Healing Flaw25:00 Fix Feedback Loops29:00 Revenue Danger Zone32:45 Smaller Games Mandate37:00 Clone Market Gaps40:30 Tail Sales Reality44:00 Ignore Mono-Gamers47:45 Reverse Engineer Fun51:30 Masters Can't Teach55:15 Venn Diagram Ideas59:00 Playto Prototype Advice#Gamedev #IndieGamedev #Branno #BrannoDev #HealedToDeath #GodotEngine #DailyDevlog #Roguelike #IndieRoguelike #HealToDeath #FightingSpirit #Clearcasting #Devlog #IndieDevJourney #ScopeCreep #GodotTutorial #UnityToGodot #GameJam #DevDreamPodcast | |||
| How To Launch A Wildly Successful Game On Steam | 23 Mar 2026 | 01:23:18 | |
Join the Dev Dream Newsletter: http://bit.ly/4rzrgoHCory Darby returns to talk game dev success after releasing A Game About Feeding A Black Hole. We discuss how the game was so successful on steam. The marketing strategies he used to achieve it and what's next in his indie game development journey.Explode your indie game dev dreams with Corey Darby's A Game About Feeding a Black Hole smashing 110K Steam copies and $440K+ gross revenue in under a month via short 800-hour dev cycle and killer NextFest demo. Unpack 3-for-3 success secrets: scrap 12 mechanics, A/B test ruthlessly, prioritize outcome over artist identity, and collab with moldable devs for Click and Conquer-style incremental wins. Master long tail sales projections (3x first week to $500K-$1M year 1), post-launch updates slashing refunds 2-4%, and roguelite modes boosting playtime in casual incremental genres. Nail wishlist marketing (5K-50K thresholds), 30-min demo pacing for 80% retention, simple creator emails converting 100+ YouTubers/Twitch streamers without embargoes. Get playbook for sustainable Steam launches: shelf low-wishlisters, push Popular Upcoming, build empires with 3x ROI runway, and pivot to friend-slop/rogue-deckbuilders post-incremental dominance.0:00 Intro & Massive Success Update4:35 Launch Numbers & Expectations9:20 Sales Long Tail & Projections14:05 Post-Launch Content & Refunds18:50 Why 3-for-3 Success?23:40 Identity vs Outcome Mindset28:25 People Over Ideas Playbook33:10 Lazy Path & Steam Strategy37:55 Incremental Genre Pros & Cons42:40 Replayability & Future Modes47:25 Wishlists – How Many Matter?52:10 Pushing Back Release Date56:55 Demo Design & Pacing Choices1:01:40 Skill Tree Tool & Emails1:06:25 Viewer Questions Roundup1:11:10 What Drives Me Now?1:15:55 Proudest Moments & Future Dreams1:20:40 Final Thoughts & Outro#Gamedev #IndieGamedev #CoryDarby #BlackHoleGame #FeedTheBlackHole #IndieLaunch #SteamRelease #Roguelike #IndieReturn #Devlog #Postmortem #ScopeCreep #GodotEngine #IndieSuccess #GameRelease #DevDreamPodcast | |||
| The Real Reason Small Teams Crush At Game Dev | 20 Apr 2026 | 00:48:59 | |
Join the Discord: https://discord.gg/a2hceZhcfJ Tired of wearing every hat as a solo indie game dev? Backward Studio shares honest insights on the benefits of working in a small 3-person team versus going solo. They reveal how trust, focus, and playtesting help them learn faster, make better decisions, and avoid burnout while building toward their first commercial release. From in-person workflows and revenue share talks to client projects and procedural sound design, this episode is packed with practical advice for indie developers considering teamwork or struggling with solo development. Dev Dream Podcast Chapters: 00:00 - Small Team vs Solo 03:30 - Trust the Process 07:00 - Data Driven Prototyping 11:00 - In Person Workflow 15:00 - Revenue Share Reality 19:00 - Client Project Lessons 24:00 - Deadlines That Work 28:00 - Programmer on a Team 32:00 - Artist Workflow Tips 37:00 - Procedural Sound Design 42:00 - Studio Future Dreams #IndieGameDev #SmallTeam #SoloDev #GameDevelopment #IndieDev #Godot #Unity #GameDevTips #IndieStudio #ProceduralAudio #DevDreamPod | |||
| Code Monkey Loves LLMs for Learning How To Program | 13 Apr 2026 | 01:08:50 | |
Join the Discord: https://discord.gg/a2hceZhcfJ In this in-depth Dev Dream Podcast interview, Code Monkey (Ugo) shares his 20+ years of game development experience and reveals how he shifted from short Unity tutorials to creating massive 10–12 hour free courses like Kitchen Chaos. We discuss whether AI tools like ChatGPT and Grok are killing the tutorial industry, how to use LLMs effectively without blindly copy-pasting code, and why “vibe coding” can actually hurt your skills.Hugo also opens up about building a sustainable indie career, the challenges of balancing game development with YouTube education, why game dev audiences rarely buy your games, and his advice for new developers on prototyping, choosing genres, and finding success on Steam without chasing viral hits.Perfect for Unity developers, indie game makers, and anyone wondering how AI is changing programming education.**Chapters:**- 00:00 Intro- 03:14 Shift from Short Tutorials to Long Courses- 05:58 AI Killing Tutorials? Real Talk- 08:39 How to Use AI Without Losing Skills- 13:21 Will LLMs Replace Programmers?- 16:50 YouTube as Business vs Marketing Tool- 22:51 Balancing Games & Education- 27:13 Can You Still Succeed on YouTube?- 31:02 Choosing Video Topics That Matter- 33:51 Solo Dev Workflow & Hiring Artists- 37:45 Prototyping Strategy- 40:06 Genre Success vs Personal Passion- 44:06 Dinky Guardians Design & Inspiration- 47:57 Core Loop of Automation Games- 50:40 Biggest Technical Challenges- 52:54 Is Dinky Guardians a Success?- 58:07 Making Money with Free Content- 1:00:31 Future Steam Games Plans- 1:03:01 AI Impact on Indie Devs- 1:05:39 Advice for Beginners#Unity #GameDev #IndieGameDev #CodeMonkey #AIinProgramming #UnityTutorial #KitchenChaos #DinkyGuardians #IndieDeveloper #Gamedev2026 | |||
| What To Do When Every Steam Festival REJECTS You | 06 Apr 2026 | 01:00:17 | |
Join the Discord: https://discord.gg/a2hceZhcfJ Cian (developer of Puppy Park) got tired of being rejected from Steam festivals, so he did something most indies never consider — he ran his own. In this episode he reveals exactly how to create a Steam festival, why 750 games was a huge mistake, and the surprising visibility rules Valve uses.We also dive into his real-time cozy dog hotel game Puppy Park, the nostalgia behind it, commissioning art from Instagram, NextFest wishlist drama, and why even “successful” launches often just break even after a year.If you’re an indie dev struggling with marketing or festivals, this one is packed with practical lessons.🎮 Puppy Park on Steam: https://store.steampowered.com/app/2819600/Puppy_Park/Chapters:0:00 – Intro0:33 – Why He Made His Own Festival2:54 – How to Run a Steam Festival4:38 – Wholesome Underdogs Festival5:50 – 750 Games Applied8:52 – Festival Visibility Secrets15:57 – The Big Mistake17:38 – Takeaways If You Want to Run One28:54 – Puppy Park Elevator Pitch34:00 – Real-Time Game Problems38:07 – Wishlist & Sales Reality43:50 – Press Strategy (200 Emails)59:21 – His Game Dev DreamSubscribe for more raw indie dev stories → https://www.youtube.com/@DevDreamPodWhat do you think — would you ever run your own Steam festival? Drop your thoughts below!#IndieGameDev #SteamFestival #CozyGames #PuppyPark #SoloDev #SteamMarketing #NextFest #GameDev #IndieDev #CozyGame #RealTimeGame #WholesomeGames #SteamNextFest #GameDevelopment | |||
| 46 With Kids & A Day Job: The Indie Dev With A Different Dream | 30 Mar 2026 | 01:05:27 | |
Join the Discord: https://discord.gg/a2hceZhcfJ Flawed Tactics on Steam: https://store.steampowered.com/app/2600970/Flawed_Tactics/In this episode of Dev Dream, I sit down with Charlie — a 46-year-old dad, husband, full-time corporate worker, and solo dev building Flawed Tactics, a clever PvP autobattler. We dive deep into why he wakes up at 4 AM to make games, how he solved the “dead multiplayer lobby” problem with async PvP, and the wild stock market meta that dynamically prices minions and spells to kill net-decking forever.Charlie also shares why even a $500,000 game probably wouldn’t let him quit his day job, the surprising accessibility of game dev legends, and his honest shift from financial dreams to building a real community. If you’re a game developer balancing life, work, and passion projects, this one will hit hard.Watch until the end for Charlie’s current gamedev dream and his unique take on why game design is the hardest discipline of all.Chapters:0:00 – Intro0:35 – Async PvP Fix2:02 – Dad Dev Life3:10 – $500k Not Enough7:58 – Hardest Game Design9:29 – First Commercial Game12:25 – Legends Are Accessible14:33 – Redefining Success28:54 – Flawed Tactics Pitch33:31 – Stock Market Meta38:45 – Live + Async PvP46:20 – Next Fest Plans1:03:43 – Gamedev DreamSubscribe for more honest conversations with indie game developers chasing their Dev Dream → https://www.youtube.com/@DevDreamPodLet me know in the comments: Would you rather play constructed or deck-building autobattlers? And what’s the biggest sacrifice you’ve made for your game dev passion?#IndieGameDev #AutoBattler #GameDevelopment #SoloDev #FlawedTactics #IndieDev #GamedevPodcast #AsyncPvP #TeamFightTactics #IndieGames #GameDesign #DevDream | |||
| Thomas Stewart | 01 Jun 2026 | 01:14:22 | |
Join the Discord: https://discord.gg/aD5tJ38XU Chapters: 00:00 Intro & Guest Welcome 00:36 Childhood & Creativity 03:17 Childhood Video Games 05:13 Discovering Game Development 07:56 Quarter Life Crisis 09:32 Current Game Dev Dream 12:36 Living the Dream? 14:58 Breaking Into Industry 17:14 Console Porting Strategy 20:24 Why Consoles? 24:50 Bridges and Docks 27:03 Console vs Steam Sales 28:50 Console Advice 31:32 Just Keep Fishing Team 33:51 Working With Friends 36:08 Building Dev Network 40:14 What Makes JKF Special 44:00 Jank as a Feature 47:21 Game Ideation Process 50:52 When to Pivot Projects 55:13 Expectations for JKF 57:39 Is YouTube Worth It? 1:02:24 YouTube's Real Value 1:03:34 Being a Game Dev Dad 1:05:38 How Fatherhood Changed Him 1:07:49 Kids & Video Games 1:10:15 Bad Game Dev Advice 1:13:04 Key Lesson: Playtesting | |||
| Don't Let Your Game Go Viral | 01 Jun 2026 | 01:19:31 | |
Join the Discord: https://discord.gg/qG3EA8fuE Rollin Ravioli: https://store.steampowered.com/app/4287100/Rollin_Ravioli/ Chapters: 00:00 Intro & Welcome 03:52 From Streamer to Gamedev 07:46 Remote Partnership Story 11:58 Squawky Origin Story 15:36 Squawky Development Drama 20:20 DMCA Launch Disaster 26:48 Lessons From Failure 32:08 Roland Ravioli Reveal 36:55 Game Design Philosophy 43:55 Unreal Engine Workflow 49:09 Viral Trailer Story 56:05 Virality & Marketing 1:03:58 Wishlist Results 1:06:35 Demo Feedback & Updates 1:10:47 Indie Dev Reality 1:16:58 Gamedev Advice Takeaways 1:18:45 Odai's Big Dream | |||
| Why You Shouldn’t Mix 3 Genres (He Tried) | 18 May 2026 | 01:06:27 | |
Join The Discord: https://discord.gg/qG3EA8fuEWilliam of Studio Kunic returns to the Dev Dream Pod to discuss his wild gamedev journey — building a custom raycasting engine in Godot for Lair Keeper, pivoting from Dungeon Keeper ideas to a Slay the Spire-style dungeon crawler, and his new addictive arcade-inspired game.From game jam chaos to protecting ideas in the AI era, this is packed with honest solo dev insights.⏱️ Chapters:00:00 - Welcome Back William01:27 - Lair Keeper Origins03:08 - Why He Pivoted07:35 - Lair Keeper Draw & Brawl10:16 - Custom Render Engine13:29 - Raycasting in Godot19:48 - Playdate Influence20:04 - Engine Time Investment23:03 - When to Build Engines26:04 - Lair Keeper Future34:20 - New Pop the Lock Game37:46 - Balatro Inspired Mechanics41:36 - Design Challenges44:42 - Board Game Inspiration50:24 - YouTube Strategy Struggles57:56 - Dev Dream & GoalsIf you're into Godot, roguelikes, game jams, custom engines, or solo game development, this episode is gold.---#Godot #IndieDev #GameJam #LairKeeper #SoloDev #CustomEngine #Roguelike #GameDev | |||
| The Design Conflict That Almost Broke His Game | 11 May 2026 | 01:10:39 | |
Join the Discord: https://discord.gg/qG3EA8fuE Jeremy from Jeremy Makes Games shares his honest indie dev journey — abandoning Merchants of the Stars, building his roguelike Get in the Hole, and key lessons on Steam marketing, design tension, and YouTube devlogs.Get In The Hole: https://store.steampowered.com/app/4174950/Get_in_the_Hole/Jeremy's YouTube channel: https://www.youtube.com/@JSMakesGames🎮 Roguelike vs Incremental, solo dev life, Steam Next Fest strategy & more.⏱️ Chapters:00:00 - Cursed Game Design01:15 - Abandoning First Game03:22 - Google to Indie Dev08:48 - Making Toggle App14:04 - Mobile Monetization Lessons19:05 - Merchants on Steam20:56 - Get in the Hole21:10 - Roguelike vs Incremental24:06 - Design Tension Explained26:59 - Steam Demo Results28:36 - Retention Improvements31:48 - Scaling with Items34:06 - Roguelike Builds36:06 - Killing Darlings38:47 - Marketing Challenges40:24 - Name Problems43:34 - Next Fest Plans44:41 - Luck vs Skill49:47 - Content Creator Outreach54:54 - YouTube DevlogsIf you're into indie game development, roguelikes, or Steam marketing, this is full of real talk and practical lessons.#IndieDev #GameDev #Roguelike #SoloDev #SteamNextFest | |||
| He Made One Million Check Boxes | 04 May 2026 | 01:01:05 | |
Join the Discord: https://discord.gg/a2hceZhcfJ Nolen's website: https://eieio.games/ In this episode, we dive into the mind of Nolan, a developer known for creating wildly unconventional multiplayer experiences like 1 Million Checkboxes and 1 Million Chessboards. Instead of following traditional game dev paths, Nolan explores strange, experimental ideas that bring thousands of players together in unexpected ways.We talk about how he got started, why weird ideas often outperform polished ones, and what it takes to design multiplayer systems that encourage fun instead of chaos. From viral internet experiments to deep thoughts on creativity, constraints, and player behavior—this conversation is packed with insights for indie devs and curious creators alike.This podcast explores experimental game development, indie game design, and viral multiplayer experiences with developer Nolan. Learn how games like 1 Million Checkboxes and 1 Million Chessboards became internet sensations, and discover insights on creative coding, unconventional game mechanics, and building engaging online interactions. Perfect for indie developers, programmers, and anyone interested in unique game design, multiplayer systems, and creative experimentation in game development. Chapters 00:00 Intro & Overview 03:00 Early Experiments 06:15 Creative Signals 09:00 Solving Hard Problems 12:02 Recurse Center Insights 15:07 Solo Dev Reality 18:00 Checkbox Virality 00:21:01 Anti-Troll Design 24:10 Stranger Video Game 27:04 Learning Process 30:18 Chessboards Explained 33:03 Emergent Gameplay 36:01 Ending Experiences 39:06 Game Length Debate 42:10 Future Projects 45:03 Dev Identity Hashtags#gamedev #indiedev #gameprogramming #indiegames #multiplayergames #creativecoding #webdev #gamedevelopment #indiegame #programming #gamepodcast #gamedevlife #experimentalgames | |||
| SamYam is A Game Dev YouTube Icon - Next Step, Solo Dev | 27 Apr 2026 | 01:14:12 | |
Join the Discord: https://discord.gg/a2hceZhcfJSamYam opens up about her journey as a 120K+ sub Unity YouTuber turned indie game dev. She shares why her second Steam game Bus Buddies flopped after Desktop Cat Cafe succeeded, brutal multiplayer lessons with SDF sculpting, hackathon wins, YouTube burnout, and her big gamedev dream.In this honest conversation, she breaks down playtesting mistakes, marketing realities, team vs solo development, and how she makes game dev more fun and accessible for “TikTok brains.”SamYam on YT: https://www.youtube.com/@UCCkLMimnKzKbOQYxPDSYXFw Desktop Cat Cafe: https://store.steampowered.com/app/2978180/Desktop_Cat_Cafe/Bust Buddies: https://store.steampowered.com/app/3768810/Bust_Buddies/ Chapters:0:00 Intro & Discord Announcement 2:38 Why Make Gamedev Fun 6:02 Growing Up a Gamer 9:04 Hackathons & Web3 Days 13:43 Bus Buddies Game Idea 15:40 Multiplayer Development Hell 20:03 Teamwork vs Solo Dev 22:06 Why Bus Buddies Flopped 25:32 Playtesting & Prototyping Tips 33:50 Desktop Cat Cafe Story 38:10 Branching Into New Genres 39:00 Marketing & Wishlist Lessons 42:50 YouTube Channel Origin 44:33 YouTube Burnout & Evolution 50:47 YouTube Advice for Game Devs 55:03 Business & Brand Plans 1:01:38 Steam Marketing Meta 1:08:30 Viewer Questions 1:09:11 Handling Hate as Female Dev 1:13:22 Sam's Gamedev Dream If you're building games in Unity, launching on Steam, or growing a game dev YouTube channel, this episode is full of real talk and actionable lessons from someone who's done both successfully. Subscribe for more indie dev interviews, Unity tips, and Steam launch stories!#Unity #GameDev #IndieGame #Steam #BusBuddies #DesktopCatCafe #samyam #MultiplayerGame #IndieDev #YouTubeTips #GameDevelopment #UnityTutorial #SoloDev | |||
| You're Missing The Best Time Ever To Make A Video Game | 26 Apr 2026 | 01:26:26 | |
Inside Conference: https://howtomarketagame.com/insideChris's Free Blog: https://www.howtomarketagame.com/freeJoin The Dev Dream Discord: https://discord.gg/qG3EA8fuEThis episode with Chris Zukowski of How To Market A Game dives deep into the reality of indie game development, breaking down what it actually takes to succeed on Steam in today’s so-called “golden age” of small, fast-to-make games. We explore why genres like incremental games, roguelites, and management sims are dominating, how to validate your game idea using demos and itch.io, and why most indie games fail—even when developers follow all the “right” marketing strategies. From building wishlists and leveraging Steam Next Fest to working with content creators and understanding what makes a game “have it,” this podcast is packed with actionable insights for beginner and experienced indie devs alike. If you're trying to grow your game, launch successfully, or avoid wasting years on the wrong project, this is a must-listen conversation about indie game marketing, game design strategy, and how to actually make money as a solo developer.Chapters:00:00 Intro04:45 Conference Origins 09:30 Small Games Thesis 15:10 Industry Misconceptions 20:40 Why Small Wins 26:15 Speed Advantage 31:50 Scope Discipline 37:20 Dev Reality Check 42:55 Marketing Mindset 48:30 Finding Players 54:05 Platform Strategy 59:40 Algorithm Leverage 1:05:10 Viral Mechanics 1:10:45 Monetization Truth 1:16:20 Real Examples 1:21:30 Final Advice 1:26:00 Closing Thoughts #IndieGameDev #GameDevelopment #SteamGames #IndieDev #GameMarketing #SoloDev #GamedevTips #IndieGames #SteamNextFest #ItchIO #GameDesign #Roguelike #IncrementalGames #GameDevPodcast #MakeGames | |||
| This Game Determines His Future | 12 Jun 2026 | 00:59:12 | |
Join the Discord: https://discord.gg/a2hceZhcfJ | |||