19 episodios
- This is a conversation with the Australian game developer Tommy, co-creator of the tower defense game Gnomes. Thy made it in a custom Rust Engine with just 10 months of time and 0$ marketing budget. It looks like a game anyone could make, but is it? I was curious to learn more.
Links to my Guests
➤ Gnomes on Steam: https://store.steampowered.com/app/3133060/Gnomes/
➤ Sea of Survivors on Steam: https://store.steampowered.com/app/2347940/Sea_of_Survivors/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
2:29 - Prototyping, Timeline, Demo
6:11 - Next Fest, Early Marketing Wins
8:25 - Early Access and Launch Strategy
12:23 - Switching Teams, Going Solo, Moving to Godot
15:06 - 3D vs 2D: Marketing and Development
22:11 - Solo vs Team Trade-Offs, Is it Luck?
29:16 - Roles, Content Pipeline, Localization
35:05 - Core Loop: Moveable Towers, Guilds, Shop, Endless
38:49 - Game Design: Economy vs Defense
41:45 - Difficulty, Guild Matchups, Swamp Map, RNG, Power Fantasy
47:03 - UX-First Design: Minimal Tutorial, One-Hand UI, Juice, Pacing
52:59 - Constraints, Limits Shaping Design
56:05 - Marketing: Go Narrow/Deep, Reddit, Creators Timing
1:03:20 - Fulfilling Fantasies, Don’t Chase Trends
1:11:18 - Designing Doable but Deep
1:20:49 - Regrets and Post-Launch Changes
1:30:43 - Cheat Mode, Jank, and Nostalgia
1:31:59 - Copycats on Mobile: Kingshot
1:34:29 - Mobile vs Steam and Why Gnomes Isn’t on Mobile
1:39:27 - Life Changes, Workflow, and Team Plans
1:42:32 - Generalists, Triple Threat, and the Coming AI Era
1:48:44 - Nostalgia Sells; You Only Need the Crumbs
1:50:29 - Solo vs Team Itch; Don’t Engine-Shop
1:52:02 - Do You Have to Suffer for your Art?
1:54:20 - Godot Navmesh, Sunk Cost, State Machines
1:55:16 - Trailer-First, Vertical Slice, and Variable Scope
1:57:08 - Testing Appeal: Playtests vs Trailers and Honest Feedback
2:00:30 - Appeal-First vs Gameplay-First
2:04:47 - Build a Playtest Community; Observe Actions, Not Words
2:08:46 - 500 Testers, Steam Playtest vs Keys, Superfans
2:12:40 - First-Time Players Are Gold; Demos and the First 15 Minutes
2:17:40 - Treat Your Demo Like a Launch
2:18:36 - There is a Playbook and a Splash of Luck
2:20:07 - Outro
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ - This is a conversation with Ricard Pillosu, an industry veteran with over 20 years in both AAA and indie teams, currently working as Co-Founder at Epictellers a 30+ head team working on the CRPG Starfinder: Afterlight.
Links to my Guests
➤ Starfinder: Afterlight on Steam: https://store.steampowered.com/agecheck/app/3245640/
➤ Epictellers Website: https://www.epictellers.com/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
1:21 - Why Big Success Can Be Dangerous
3:31 - Luck Is 70%
6:13 - The Hardest Part of Building a Studio: People
7:57 - Ric’s Journey so Far
9:45 - Becoming a Lead and Manager
12:30 - How Does AAA Build Games?
16:02 - Prototyping Rituals in AAA
18:29 - Pre-Production and Messy Realities
20:41 - Scrum Era, Sub-Teams, and the Human Factor
22:50 - Charisma, Toxic Positivity, and Milestone Negotiations
26:51 - Reputation Traps in Big Teams
29:19 - Is Experience Overrated?
30:56 - Culture Clashes and the Timeline Fallacy
32:49 - Wisdom Over Experience
39:12 - Choose Simple Solutions
41:55 - Enforcing Pipelines
42:26 - From Overengineering to Readability
46:24 - When Copying Is Okay
47:18 - Don’t Pre-Architect
49:18 - Pick Patterns Per Problem
54:16 - Be Nice to the CPU
55:45 - Why Godot?
58:40 - Signals, Call Stacks, and Deferring Work to the Frame
1:00:37 - Queues and Frame-Slicing
1:02:43 - Start From the Game: Feature Wishlists
1:04:24 - Why Decoupling Matters
1:05:46 - Turn Manager Example: Building Layer 0
1:12:06 - Layer 1 Orchestration: Game States and Combat Manager
1:14:18 - Syntactic Compression
1:17:47 - Micro-Managers: Mouse and Targeting Systems
1:20:48 - What Makes a Great Gameplay Programmer
1:22:56 - Anti-Patterns: Ego, Overcomplication, Blame
1:24:39 - Coding Into a Corner: It’s Part of the Journey
1:28:49 - Jonas’s Background and Goals
1:31:18 - Coding Mastery vs Commercial Success
1:34:02 - Path to Mastery: New Engines, Teams, and Contexts
1:35:22 - Reuse and Scalability Myths
1:36:10 - Why Build Multiple CRPGs: What Really Transfers
1:37:48 - Boredom and Scope Creep
1:41:42 - Why Second Games Take Longer
1:42:53 - Everyone Should Build an Engine
1:48:20 - Why Unity/Unreal Feel Bloated
1:50:49 - Godot’s Incentives: Smaller, Developer-First
1:52:11 - Will Godot Grow? “Fighting the Engine” Metric
1:56:41 - When to Pick Godot, Unity, or Unreal
1:57:05 - Closing Thoughts
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ - This is a conversation with my game dev friend and former collegue Friedemann Allmenröder. We created ISLANDERS together, he then went on to make many more fantastic indie games such as Pizza Possum, Summer House and recently Slots & Daggers. In this conversation with dive into the philosophy of game dev creativity and I try to understand more about how Fridemman's process for making hit games looks like these days.
Links to my Guests
➤ Slots & Daggers on Steam: https://store.steampowered.com/app/3631290/Slots__Daggers/
➤ Summer House on Steam: https://store.steampowered.com/app/2533960/SUMMERHOUSE/
➤ Portfolio Website: https://allmenroeder.com/
➤ Twitter/X: https://x.com/Friedemann_A
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Better At Games, Worse At Advice
1:20 - Appeal × Retention As Core Formula
3:35 - Beyond Visuals: Many Kinds Of Appeal
5:05 - “Make Something Almost Too Small”
6:35 - Finding The Fresh but Familiar Twist
8:19 - Useful vs Pointless Innovation
11:07 - Why Clear Formulas Break Down
13:20 - Intuition As Compressed Rules
15:05 - Training Taste With Good “Data”
18:30 - Creativity As Remix, Not Creation
20:07 - Labeling What You Like And Why
22:22 - Missing Discourse On Creative Work
23:56 - Ideas vs Execution In Modern Dev
24:35 - Origin Story Of Slots & Daggers
27:21 - Why So Many Gambling-Like Games?
29:20 - Randomness, FOMO And Accessibility
32:07 - Farm Game, Weekend Prototype, Publisher Test
36:10 - Six-Week Jam To Seven-Month Project
41:46 - What “Execution” Really Means
45:36 - Sculpting Ideas And Minimalism
49:55 - First Prototype And Sketchy Pixel Style
52:24 - Unity Lighting, Bloom And Cheap Coherence
55:28 - “Everything Must Animate” Philosophy
1:00:22 - Fast Polish With DOTween
1:02:36 - Sound Design, SFX Packs And Screen Shake
1:05:22 - Visual Feedback Instead Of Text
1:08:06 - Reused Tech, Wiggly Leaves And The Famous Glass
1:10:27 - Building A Strong Tabletop Vibe
1:15:25 - Color, Post-Processing And Mood Swaps
1:18:53 - Dangers Of Overdoing Post-Processing
1:22:01 - Marketing Starts With An Appealing Game
1:24:45 - Publishers, Demos And Next Fests
1:30:17 - No Secret Hacks, Just Good Basics
1:35:11 - Is The Indie-Pocalypse Real?
1:38:47 - Dopamine Farming And Attention Economy
1:42:10 - Will Quiet Games Come Back?
1:43:56 - What To Make After A Loud Game
1:44:47 - Game Recs: Rainy Season And Eastshade
1:48:43 - Outro And Future Catch-Ups
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ - This is a conversation with Danny Weinbaum from @EastshadeStudios, the creators of one of my favorite roleplaying games, Eastshade, currently working on a new game called "Songs of Glimmerwick". How do you make successful adventure game? What makes for good quests? How to write peaceful games and bring them to satisfying conlcusion? How to craft beautiful environments?
Links to my Guests
➤ On YouTube: @EastshadeStudios
➤ Eastshade on Steam: https://store.steampowered.com/app/715560/Eastshade/
➤ Songs of Glimmerwick on Steam: https://store.steampowered.com/app/1706510/Songs_of_Glimmerwick/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
1:00 - Leaving Lyndow
3:30 - From AAA to indie
6:12 - Eastshade in a nutshell
8:52 - Designing a living world without combat
11:13 - Appeal vs fun; discovering the painting loop
15:43 - The “walking sim” problem
18:06 - Explainer trailers
19:50 - Grizzly Games team size and roles
21:20 - Market research, scraping Steam
27:32 - Eastshade sales and budget breakdown
28:55 - Full voice acting
31:18 - Environment art fundamentals
36:03 - Performance strategy
43:35 - Composing “hero shots”
44:40 - Unique landmarks, modular tilesets
49:41 - tiny open worlds; Glimmerwick’s world
51:11 - What makes a good quest
54:29 - Case study: the island mystery
56:03 - Glimmerwick’s budget, team, and timelines
57:35 - Glimmerwick’s origin and the “one captain per game” rule
59:49 - Positioning in the witchy/magic-school space
1:03:00 - Early reception: wishlists, betas
1:06:41 - From free camera to fixed
1:13:58 - Prototyping adventure games
1:20:02 - Locks and keys done right (Outer Wilds)
1:26:18 - Magic systems in Glimmerwick: spells, farming, potions
1:28:31 - Tech art pipeline and approach to writing
1:31:38 - Marketing; word of mouth
1:36:20 - Time system innovation: “event pucks”
1:40:57 - Why time makes worlds feel alive
1:43:21 - YouTube strategy: audience, impact, and shorts
1:49:12 - Turning illustrations into worlds
1:53:48 - Where to start with an adventure game
2:04:07 - Replacing combat: a merchant-driven adventure idea
2:11:06 - Glimmerwick status: wishlists, demo, conversion
2:12:22 - Show the verbs: improving the store page
2:16:37 - Marketing plans and development status
2:18:10 - Designing satisfying non-combat endings; Eastshade’s farewell
2:22:48 - Glimmerwick’s ending approach: reunion and nostalgia
2:25:26 - YouTube ROI and streamlining devlogs
2:31:10 - Thumbnails, hooks, and careful advice
2:32:42 - Game quality vs marketing; reading Steam’s middle class
2:34:18 - Game show idea, “friend slop,” trends vs art, and co-op
2:38:38 - Wrap-up
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ - This is a conversation with @zoroarts8930, a young solo dev who managed to land an indie hit with his co-op game Paddle Paddle Paddle. We talk about that success, how to potentially replicate it and also about the role of luck.
Links to my Guest
➤ YouTube Channel: @zoroarts8930
➤ Paddle Paddle Paddle on Steam: https://store.steampowered.com/app/3570070/Paddle_Paddle_Paddle/
➤ Makis Adventure on Steam: https://store.steampowered.com/app/1843110/Makis_Adventure/
➤ Rogue Jungle on Steam: https://store.steampowered.com/app/2352850/Rogue_Jungle/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
1:09 - Path Into Game Dev
4:49 - Maki’s Adventure Postmortem
9:15 - Building a Level Editor
15:40 - From Rogue Jungle to Paddle Paddle
17:59 - 3-Hour Prototype and Viral Validation
20:21 - Two-Week Demo, Streamers, and Early Momentum
21:39 - Publisher Deal, IGN Feature, and Wishlist Velocity
24:00 - Shipping in 4 Months; Reviews and Netcode
25:21 - Graphics vs Gameplay: Stylized Jank
26:54 - Capsule Art and Voice-Over Trailer That Converted
28:46 - Playtesting and Bug-Free Launch
30:58 - Handling Hate and Prioritizing Fun
33:13 - Networking: Photon Fusion, Shared Boat, Prediction
39:24 - Passion vs Business: Making Games for a Living
41:57 - Balancing Heart and Market
48:45 - Future Plans: Small Games and a 3D Sequel
49:50 - Sales Momentum, Regions, and a Major Update
51:44 - Working With Assemble and Filtering Spam
54:20 - Pitching Devolver, Publisher vs Self-Funding
56:23 - Investing in Audio: Composer Plans, Budget, and Impact
59:28 - Influences: Pokémon OST; Learning From Others
01:07:24 - Can You Repeat a Hit?
01:11:14 - Luck: How Much It Matters and How to Reduce It
01:18:43 - Early Flops, Iteration, Strong Steam Pages, and Being First
01:22:25 - Launch Day: Hitting Publish, Friday Strategy, and Early Sales
01:27:03 - When the Right Game Markets Itself + Next Steps
01:31:20 - Rogue Jungle
01:39:52 - Outro
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
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Acerca de A Game Dev Podcast With Jonas Tyroller
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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A Game Dev Podcast With Jonas Tyroller
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