A Game Dev Podcast With Jonas Tyroller

A Game Dev Podcast With Jonas Tyroller

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A Game Dev Podcast With Jonas Tyroller episodes

  • 0$ Marketing, Steam Demos & Custom Game Engine

    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

    2 hr 21 min
  • Industry Veteran About Coding for Games

    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

    1 hr 59 min
  • You (Probably) Can’t Trust Game Dev Formulas

    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

    1 hr 50 min
  • How to Make Brilliant Games With 0 Combat

    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

    2 hr 39 min
  • This Young Solo Dev Built a Steam Hit in 4 Months

    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

    1 hr 38 min
  • Grow Your Game Dev Success Gradually

    This is a conversation with Stephen Huang from @isto_inc. They made games such as "Get to Work" and "Atrio: The Dark Wild", each game more successful than the last. Sptephen tells his story and shares his best advice on how to grow your game dev success long term.


    Links to my Guests

    ➤ On YouTube: @isto_inc

    ➤ Get to Work on Steam: https://store.steampowered.com/app/2706170/Get_To_Work/

    ➤ Atrio: The Dark Wild on Steam: https://store.steampowered.com/app/1125390/Atrio_The_Dark_Wild/


    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    0:52 - From Microsoft to making the first game

    2:49 - Disjoint’s gameplay

    4:28 - Paid mobile launch flop

    6:25 - $30k total; hard lessons and humility

    10:45 - Starting Isto Inc; choosing automation-survival (Atrio)

    13:50 - Why picking a good idea is so hard

    15:29 - Atrio architecture (Zenject)

    17:58 - COVID, starting the YouTube

    19:56 - Early Access launch

    21:54 - A lucky break: Atrioc and the Xbox exclusive deal

    23:58 - 1.0 goes a bit better

    25:04 - Atrio postmortem: hook too abstract

    26:06 - Art/style didn’t signal the automation audience

    27:32 - "We didn’t validate early" (and why that hurt)

    30:06 - Learnings for next time

    34:36 - From Atrio to Get To Work; the key‑remapping fiasco

    36:42 - Building Isto Core: reusable systems

    40:35 - Pitching Atrioc: data, strategy, and a rage game idea

    44:49 - How they got Atrioc to care (Reddit bits, rapport)

    46:43 - Standing out in easy‑to‑make genres

    49:44 - Get To Work explained: a flowy rage platformer

    54:32 - Story focus and landing CDawgVA

    01:02:06 - Skipping Next Fest for streamer momentum

    01:05:55 - Wishlists via YouTube and what streamers value

    01:12:00 - Launch plan: hold Atrioc; run a speedrun contest

    01:14:36 - Designing the Hat sequence for streams

    01:18:37 - Many paths to success; regional surprises (KR/China)

    01:21:11 - 3‑part postmortem framework

    01:25:57 - YouTube vs Steam

    01:27:16 - Engineering the speedrun comp—and the viral video

    01:32:33 - YouTube as insurance; leveraging big videos for sales

    01:35:55 - Build your channel vs courting creators

    01:47:08 - Short‑form vs long‑form videos

    01:48:34 - The “Idea Gap”: from “cool” to “I must play this”

    01:50:52 - Pivoting the next game; streamers as partners

    01:54:25 - The four most streamable genres

    01:58:58 - Next up: online co‑op multiplayer

    02:01:17 - Think long‑term; add one big skill per game

    02:05:28 - Closing


    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview


    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK


    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    2 hr 7 min
  • Their Second Game Did Worse, Now What?

    This is a conversation with Julian Colbus from DigiTales Interactive, the creators of Lacuna and Between Horizons. We talk about regrets from their last game, how to succeed with story based games and how to make it as an indie game developer.


    Links to my Guest

    ➤ Lacua on Steam: https://store.steampowered.com/app/1364100/Lacuna__A_SciFi_Noir_Adventure/

    ➤ Between Horizons on Steam: https://store.steampowered.com/app/1921980/Between_Horizons__A_SciFi_Detective_Adventure/

    ➤ The Great Sassanelli on Steam: https://store.steampowered.com/app/2195490/The_Great_Sassanelli__An_Interactive_Novel/

    ➤ Unburied Kickstarter: https://www.kickstarter.com/projects/1911240994/unburied?lang=de

    ➤ DigiTales Interactive (More Links): https://digitales.games/


    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    1:01 - Building Without Marketability in Mind

    2:04 - Making “Detective” Readable at a Glance

    3:33 - The Market Shift: 2021 vs 2024

    4:24 - 3D vs 2D: Cost, Detail, and Personality

    6:20 - Modernizing Point-and-Click

    7:57 - Growing Team and Scope (and Losing Creative Control)

    12:23 - Elegance Over Features

    14:24 - Lessons from Cheap Horror Hits: Nail the Hook, Skip the Fluff

    15:11 - The Essence of Detective Games

    17:38 - Solution Inputs That Resist Guessing

    20:33 - “Choices Matter”

    24:16 - Semi-Open World Detectives: Combinatorial Explosion

    26:46 - What Makes a Good Story in Games

    28:00 - Selling Story Games via Setting; Be Oddly Specific

    34:05 - Design by Committee vs Strong Vision

    36:57 - Studio History and Team Scaling

    39:49 - Becoming a Publisher

    41:26 - New Business Plan: Smaller, Cheaper, More Frequent Releases

    42:18 - Stepping into Survival Horror (and Why)

    43:30 - Survival Horror’s Proven Formula and Feel

    45:20 - Disempowerment and the Illusion of Scarcity

    49:45 - Next Detective Game

    52:09 - The Second-Game Slump: Causes and Fixes

    56:45 - Don’t Make Direct Sequels as an Indie (Most of the Time)

    01:00:50 - Steam Cross-Promotion: “From the Creators of…”, Bundles, Discounts

    01:03:59 - Writing Better Dialogue

    01:10:27 - Make the Story the Gameplay

    01:14:57 - Hidden Mysteries and Multiple Active Cases

    01:17:53 - Open-Ended Inputs vs Bespoke Reactions

    01:21:48 - Dialogue System: Custom Tool, Booleans, and Logs

    01:29:40 - Make It Obvious: Premise, Key Art, and Core Loop at a Glance

    01:31:44 - Descriptive Trailers and Demos That Filter Buyers

    01:36:45 - Screenshot Best Practices

    01:39:22 - Design for Trailer Moments

    01:41:36 - Budgets and Team Sizes: Why Mid-Size Struggles

    01:44:53 - Indie Math: Real Costs and Platform Cuts

    01:49:29 - Scope Discipline: Focus Saves Money and Quality

    01:50:25 - Team Composition: Be Selective

    01:52:31 - Work with Equals or Better; Pragmatic Dev Beats Over-Engineering

    01:55:42 - Know What’s Possible (and Where AI Helps)

    01:59:21 - Marketing in the For-You Era: Authenticity and Hooks

    02:06:09 - Creator Outreach That Works (and Tools to Do It)

    02:11:30 - Wrap-Up and Plugs: The Great Sassanelli, Socials, Unburied


    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview


    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK


    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    2 hr 13 min
  • Making a Cozy Game Hit in 5 Months

    This is a conversation with Kathrin Radtke from Spellgarden Games, the tiny development team behind Sticky Business and Ritual of Raven. We talk about making successful cozy games, scope, marketing and more.


    Links to my Guests

    ➤ Sticky Business on Steam: https://store.steampowered.com/app/2303350/Sticky_Business/

    ➤ Ritual of Raven on Steam: https://store.steampowered.com/app/2066520/Ritual_of_Raven/

    ➤ Spellgarden Website (Social Media links etc): https://spellgardengames.com/


    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    0:41 - Why People Play Cozy Games

    2:28 - Cozy Games on Steam: Size and Growth

    5:06 - What Makes a Game Cozy?

    7:08 - Spellgarden Origins and Sticky Business in 5 Months

    10:20 - From Idea Board to 3‑Week Prototype, TikTok Devlogs

    12:38 - Finding Ideas in Trends, Hobbies, and ASMR

    14:09 - Designing Stickers with Stickers + Low‑Pressure Creativity

    17:12 - Steam Page, Viral Tweet, and Finding a Publisher

    19:51 - TikTok Strategy: Language, Algorithm, Results

    22:36 - Turning Social Posts into Wishlists

    24:31 - Why Simple Concepts Market Better

    27:05 - Smaller, Clearer Projects and When to Share

    30:05 - Will Spellgarden Stay in Cozy Games?

    32:05 - Why “Work” Simulators Feel Relaxing

    34:13 - Designing for Intrinsic Motivation (Not Scores)

    40:01 - Ritual of the Raven: Automation and Coding

    43:52 - From Concept to a Big Narrative

    45:28 - Managing Scope Under Publisher Milestones

    47:31 - Progression Across Regions, Tutorials, and Pacing

    49:20 - Marketability vs Vision and What’s Next

    51:11 - Crafting Ritual’s Art Style with One Artist

    52:54 - The Pacing Problem in Automation Games

    55:20 - Making Designs Click and the Cost of Lock‑In

    59:46 - Advice for Aspiring Cozy Devs and Testing Interest

    01:03:35 - How They Playtest Cozy and Creative Games

    01:07:44 - Marketing Cozy Games: Platforms, Demos, Events

    01:11:04 - Sticky Business DLCs: Why, How, and Backlash

    01:17:29 - DLCs vs Early Access and Player Expectations

    01:22:51 - Post-Launch Support and Cozy Recommendations

    01:26:26 - Outro


    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview


    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK


    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    1 hr 27 min
  • Tiny Team, Huge Sales (Dorfromantik & Star Birds)

    This is a conversation with Timo Falcke and Zwi Zausch, two of the devs at Toukana Interactive, the developers of Dorfromantik and Star Birds. This is a game dev success story with some theory crafting about how to potentially reproduce an outcome like this.


    Links to my Guests

    ➤ Star Birds on Steam: https://store.steampowered.com/app/2719750/Star_Birds/

    ➤ Dorfromantik on Steam: https://store.steampowered.com/app/1455840/Dorfromantik/


    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    0:35 - Meet Toukana Interactive & Dorfromantik

    1:28 - Founding the studio and shipping Dorfromantik in a year

    4:17 - Early Access launch: Next Fest momentum, streamers, and the Steam algorithm

    7:46 - The itch prototype and Ludum Dare origins

    8:27 - Expectations vs reality on launch day

    11:45 - Prototyping many ideas and choosing Dorfromantik

    16:49 - Building a unique look: trees, outlines, and shader tricks

    18:44 - Visual inspirations and tips for finding your art style

    21:31 - Iterating the rules: rotation, edges, lakes, and quests

    27:15 - Performance war stories: PC instancing to Switch optimization

    38:07 - Early Access strategy, 1.0 launch, and getting featured

    41:50 - How Steam featuring works (Steam reps and slots)

    43:15 - Hiring after success and staying small by design

    45:52 - Turning Dorfromantik into an award-winning board game

    53:37 - Why the board game works (campaign, accessibility, depth)

    57:48 - Partnering with Kurzgesagt and choosing Star Birds

    01:06:20 - Who did what: Toukana vs Kurzgesagt on Star Birds

    01:09:41 - Tech art & pipeline: 3D that looks like 2D, procedural asteroids

    01:14:13 - Designing systems: logistics across asteroids and big economies

    01:16:07 - No fail-state: keeping it chill and puzzle-like

    01:19:13 - Scoring without time pressure (and the most hated achievement)

    01:23:39 - Why Early Access again and the plan for Star Birds

    01:26:44 - Community feedback, roadmap, and lots more content

    01:29:53 - Moving launch for Silksong and the pricing debate

    01:34:10 - Can success be reproduced? Sequel vs new IP

    01:36:55 - What gets attention now: polish vs recognizable "trash"

    01:39:00 - Two big levers: Steam visibility vs content creators

    01:40:56 - Familiarity vs originality and making it readable at a glance

    01:45:40 - Marketing realities, scope choice, and staying a lean team

    01:49:49 - Our workflow: prototype, evaluate, refine, decide

    01:54:04 - Appeal prototyping vs gameplay prototyping

    01:55:54 - Appeal, player fantasy, define intrigue early

    01:58:03 - Star Birds' appeal vs Kurzgesagt's high-tension vibe

    02:01:03 - Narrative vs systems, constraints, and "polish what matters"

    02:04:40 - Wrap-up


    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview


    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK


    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    2 hr 5 min
  • Min-Maxing Your Steam Launch

    This is a Game Dev Podcast with my guest Cory Darby, a indie games strategist / profissional min-maxer and the co-creator of Click & Conquer, a game that with just 400 hours of work managed to turn over 100K in profits. We talk about how to optimize your Steam launch for maximum visibility and where the indie games industry on Steam is going.


    Links to my Guest

    ➤ No cost 30-Minute consultation: https://tidycal.com/ckdarby/biz-game-dev

    ➤ Cory on YouTube: https://www.youtube.com/@ThornityCo

    ➤ Click and Conquer on Steam: https://store.steampowered.com/app/3267900/Click_and_Conquer/

    ➤ Analytics page Cory mentioned for Steam Stats: https://www.gginsights.io/


    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    1:11 - The 72-hour test: what the dataset shows

    3:35 - Conversion is king: Steam’s fair-shot test and early thresholds

    6:56 - Designing for conversion: page, trailer, and pricing

    8:41 - Launch discounts and price psychology (40% for two weeks)

    10:35 - The controversial post-launch price drop and “is it sleazy?”

    13:38 - Pricing pitfalls: overpricing kills and you can’t A/B test

    15:39 - Are prices trending down? Incremental economics

    18:32 - When deep discounts backfire on perception

    20:16 - Tags as targeting: choose the right seed audience

    24:51 - Appeal and instant connection vs “just make a good game”

    25:37 - Copy what works, add a twist (Cory’s approach)

    28:47 - Picking a war theme via asset packs—and the backlash

    31:57 - Mechanics and pacing by the numbers (Click & Conquer)

    34:33 - Foot-pedal playtesting and auto-edited feedback

    37:54 - Scaling with collaborations and purpose-built tools

    44:58 - Riding trend waves: incrementals, co-op, and shop sims

    48:42 - Co-op lineage (Lethal Company, etc.) and theme waves like trains

    50:49 - Plotting by tags and where the data comes from

    52:27 - Don’t be late: spot waves early (Gavin’s advice)

    54:31 - Trend-chasing vs passion; blending genres and risk

    58:28 - Building a 400-hour game: roles, hours, and timeline

    01:00:37 - Why short projects lower risk and speed learning

    01:04:31 - After the wave: adjacent bets and using reviews/AI

    01:09:11 - Find genres with volume but mixed reviews; “Professional min/maxer”

    01:13:55 - AI is already changing dev: agents as co-devs and toolbuilding

    01:19:59 - Agents that use computers and play games; the inequality gap

    01:29:04 - The upside: accessibility and the internet analogy

    01:31:50 - Hot take: game dev shifts business-first; why AAA struggles

    01:35:07 - A new model: many small AI-boosted teams (and acquisitions)

    01:37:33 - Jonas’s stance: avoid AI art, use AI for code/tools; playtesting bottleneck

    01:41:19 - AI as sounding board: design aid (color theory) and more

    01:43:16 - “Soulless” vs soul: min-maxing as a creative pursuit

    01:44:15 - Wrap-up


    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview


    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK


    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    1 hr 45 min

About A Game Dev Podcast With Jonas Tyroller

From the publisher's feed

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…

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