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| Episode | Date |
|---|---|
|
29: Form factor is everything
|
Jun 17, 2026 |
|
28: I accidentally made a whole game in 3 weeks
|
Jun 02, 2026 |
|
27: The trouble with abundance
|
May 21, 2026 |
|
26: How board game distribution actually works
|
Apr 29, 2026 |
|
25: I made my dream game, but something was wrong
|
Apr 22, 2026 |
|
24: Where do good ideas come from?
|
Apr 14, 2026 |
|
23: Is Catacombian a designer, a publisher, or both?
|
Apr 08, 2026 |
|
22: Steel vs. Soft
|
Mar 20, 2026 |
|
21: Why are there so many medieval games?
|
Mar 13, 2026 |
|
20: Player experience is the guiding light
|
Feb 27, 2026 |
|
19: The best game idea I've ever had
|
Feb 13, 2026 |
|
18: Every prototype I made in 2025
|
Jan 23, 2026 |
|
17: Why my basketball board game failed
|
Jan 09, 2026 |
|
16: How to learn a game
|
Dec 19, 2025 |
|
15: Paying attention to "desire paths"
|
Dec 12, 2025 |
|
14: Games are not stories
|
Dec 05, 2025 |
|
13: Less is more in simulation games
|
Nov 14, 2025 |
|
12: Problem-centered design
|
Nov 07, 2025 |
|
11: Distribution is harder than making things
|
Oct 24, 2025 |
|
10: A board game with hundreds of players
|
Oct 17, 2025 |
|
9: Managing the player's cognitive load
|
Oct 10, 2025 |
|
8: AI is horrible at game design
|
Oct 03, 2025 |
|
7: Escape the mind palace
|
Sep 19, 2025 |
|
6: Letting players decide the victory condition
|
Sep 12, 2025 |
|
5: Suspension of disbelief is a skill
|
Sep 05, 2025 |
|
4: High energy, low ego
|
Aug 29, 2025 |
|
3: The prototyping machine
|
Aug 22, 2025 |
|
2: Kill your darlings
|
Aug 19, 2025 |
|
1: What happens when you can't test a game
|
Aug 19, 2025 |
|
0: Intro
|
Aug 19, 2025 |