A Game Dev Podcast With Jonas Tyroller

A Game Dev Podcast With Jonas Tyroller

Download on the App Store

A Game Dev Podcast With Jonas Tyroller episodes

  • Build an Online Game In a Simple Database

    This is a Game Dev Podcast with my guest Tyler F. Cloutier, co-founder and head of Clockwork Labs, who are building their MMO, Bitcraft Online, entirely in a database. They are making this database available for other developers under the name SpacetimeDB. It's a real time relational database that promises to massively simplify infrastructure required for both applications and games alike, almost like an operating system for the cloud. I'm very on board with their vision. Can it actually hold up? Let's have a look.


    Links to my Guest

    ➤ SpacetimeDB: https://spacetimedb.com/

    ➤ Bitcraft Online: https://store.steampowered.com/app/3454650/BitCraft_Online/


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

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    1:27 - What is SpacetimeDB?

    7:24 - How SpacetimeDB is different

    11:06 - Best use cases and limitations

    15:55 - How it works: modules, reducers, transactions

    19:34 - Publishing and hot-swapping server code

    20:21 - Client model: reducers for writes; live queries and permissions

    25:52 - Scaling and memory

    28:40 - Per-match databases and the actor model

    31:21 - Performance: reducer duration, locks vs MVCC, and offloading work

    37:48 - Starter projects and analytics; community dashboards

    41:12 - Authentication: OpenID Connect, Spacetime Auth, and Steam

    46:07 - Platform philosophy: generalized vs specialized

    51:25 - UGC and user-generated logic

    55:05 - Origins, team structure, and optimization milestones

    57:27 - Full history/time travel and postmortems

    59:14 - Scaling by game type; video calling experiment and event tables

    01:02:42 - Make it easy & LLM-friendly

    01:07:48 - Comparing Firebase/Supabase/Vercel; why we built it

    01:12:09 - Scheduled reducers, tickless servers, and timers as tables

    01:13:57 - Matchmaking with SpacetimeDB (Underdogs VR, Postgres wire) and libraries

    01:17:58 - Asynchronous multiplayer and efficiency

    01:21:53 - Business model: self-hosting, Main Cloud free tier, licensing

    01:26:48 - Avoiding vendor lock-in (SpatialOS lesson)

    01:27:28 - BitCraft origins and vision

    01:32:11 - Learning from veteran reviews; OSRS vs WoW philosophy

    01:36:12 - Building costs, biggest design challenges, and live updates

    01:39:43 - Core identity: simulating civilization, community, and expectations

    01:42:35 - 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 43 min
  • Marketing Indie Games as a Developer vs. Publisher

    This is a Game Dev Podcast with my guest Phiomena Schwab, co-founder/CEO of Stray Fawn Studio, the creators of The Wandering Village, Dungeon Clawler, Nimbatus and Niche. She's the head of Stray Fawn's new publishing branch and she co-founded the Swiss Game Hub, a co-working space for game developers. We talk about what it takes to make successful games, community building, early access, publishing and women in game dev.


    Links to my Guest

    ➤ Bootcamp games: Check out the games and leave a comment https://swissgamehub.itch.io/

    ➤ More learnings from Stray Fawn: https://strayfawnstudio.com/insights/

    ➤ Website: https://strayfawnstudio.com/

    ➤ X: https://x.com/PhilomenaSchwab

    ➤ Bluesky: https://bsky.app/profile/philomenaschwab.bsky.social


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

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    1:17 - Game vs. Marketing

    3:06 - Early Hits and Studio Formation

    5:14 - From Hobby Team to Studio

    6:43 - Community Building & Kickstarter

    9:31 - EA to 1.0 With Community Push

    11:16 - Finding First Fans & Adjacent Communities

    15:55 - The Wandering Village: Fantasy-First

    19:15 - Rapid Prototyping: Art vs. Gameplay

    23:32 - Team Alignment & Genre Conventions

    26:19 - Meaningful “Evil” Choices In Games

    31:25 - Why Build in Public

    32:23 - Kickstarter: When to Run or Skip

    32:29 - 1.0 Bet: Localization, Delays & Beta Iteration

    35:27 - Shifting to Small Bets

    36:37 - Small-Project Playbook & Premium Mobile Sim-Ship

    40:10 - Publishing Arm: Why & What Failed

    42:18 - Publishing Is Mostly the Game

    45:00 - Publishers, Funding & Deals

    46:17 - Selecting Games & Avoiding Pitch Limbo

    53:05 - What Publishers Evaluate: Demo, Proof & Better vs. Different

    57:35 - Choosing Genres With Demand

    59:50 - Bootcamp Validation & Itch Metrics

    01:02:20 - Swiss Game Hub: 140-Dev Community

    01:05:17 - Dungeon Clawler: “Claw Machine” Origin & Breakout

    01:11:04 - Clones, Stolen Assets & Mobile Pitfalls

    01:13:29 - What’s Next: Small Games, Story & Studio Votes

    01:15:55 - Small Teams Fit; Brand Risk

    01:18:49 - YouTube: Niche Passion vs. Mass Appeal

    01:21:57 - Talking to Players & Moderation

    01:24:06 - Own Your Audience: Newsletters, Discord & Events

    01:28:33 - Swiss Game Dev Association & Many Hats

    01:29:34 - Many Hats & Mental Load

    01:33:19 - Wandering Village 1.0: Wishlist Conversion & Discounts

    01:34:20 - Early Access vs. 1.0: Outcomes & Timing

    01:35:38 - Why 1.0 Underperformed: Consoles, Genre & EA Length

    01:39:27 - Post-Launch Priorities: Updates, Stretch Goals & Roadmaps

    01:41:07 - Gender Balance, Role Models & Hiring

    01:45:06 - Message to Future Women Game Devs

    01:45:43 - 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 46 min
  • The 3 Layers Every Online Multiplayer Game Runs On

    This is a Game Dev Podcast with my guest Erick Passos from Photon Engine (Exit Games Inc.), a company that provides networking solutions and server architecture for online multiplayer games. I try to understand more about how how online multiplayer works in general and in particular how to use Photon's Quantum and Fusion to develop online games faster.


    Links to my Guest

    ➤ Photon Engine: https://www.photonengine.com/


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

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    0:17 - The 3 Layers of Multiplayer Tech

    4:56 - Photon’s Products Across the Stack

    6:54 - Transport Layers & Steam Relay Limitations

    8:02 - Fusion vs Quantum + Designing for the Envelope

    10:36 - Start from the Top: When Transport‑Only Makes Sense (MMOs, Server Logic)

    15:53 - From PUN to Modern Netcode + Notable Games

    21:21 - State Replication vs Determinism Explained

    24:49 - Why Shooters Prefer Client‑Server (Lag Comp, Interest Mgmt)

    26:11 - Server Build, Shared Mode, and Architecture Clarified

    28:04 - Anti‑Cheat in Quantum: Replays, Spectators, Server Sim

    31:49 - Grow Gradually: From Zero Servers to Full Validation

    34:38 - Under the Hood: Predict‑Rollback, Physics, ECS, AI

    38:32 - No Ring Buffer: Constant‑Time Rollbacks

    45:28 - Testing Online, Tooling, and Community

    46:15 - When to Use Fusion Instead of Quantum

    50:29 - Performance: Verified vs Predicted, Clamps & Culling

    52:34 - Bots, Matchmaking Math, and AI Costs

    56:49 - AI Design: Verified‑Only Planning + Operational Prediction

    58:02 - Verified‑Only Code Paths & Performance Targets

    01:01:48 - Time Slicing AI for Stability

    01:02:52 - RTS in Quantum: Flow Fields, Culling, and Use Cases

    01:09:19 - Lockstep vs Prediction: Why He Avoids Lockstep

    01:12:04 - Handling Rollback Spikes with Scheduling Tricks

    01:13:05 - Auto‑Battlers: Verified‑Only + Snapshot Interpolation

    01:15:29 - Hidden Info & Simultaneous Decisions; Server‑Gated Commands

    01:21:35 - Using Quantum Offline? Licensing & Terms

    01:25:03 - Determinism, ECS, and Quantum’s Hybrid Tables

    01:29:22 - Could There Be a Deterministic Engine Built on Quantum?

    01:31:08 - Cross‑Engine Experiments & Engine Integrations

    01:35:42 - Open Worlds: Fusion Player‑Hosted vs Quantum

    01:37:10 - Quantum for Open Worlds: Voxels, Persistence, NavMesh, Procgen

    01:46:08 - Where Engines Stand on Multiplayer (Unreal, Unity, Source)

    01:51:32 - Pricing: Free 100 CCU and Scaling Costs

    01:54:45 - Long‑Tail Costs & Keeping Servers Alive

    01:57:40 - Game Preservation: LAN, Offline, and Local Servers

    02:04:48 - What’s New: Fusion 2.1, Quantum 3.1, Unreal Betas

    02:05:55 - First Multiplayer? Start Small and Prototype

    02:08:12 - Prototyping: Quantum vs Fusion (Shared Mode)

    02:10:30 - From Prototype to Production: Managing Complexity

    02:14:11 - What Makes a Multiplayer Hit? Trends vs Design

    02:16:29 - Fusion’s New Physics Forecasting

    02:17:47 - Riding vs Making Trends (Landfall’s Streak)

    02:21:02 - Dogfooding: Prototyping to Improve the Tools

    02:24:26 - Closing & Thanks


    My game "Thronefall":

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

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

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


    My game "Will You Snail":

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

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


    For the game developers among you:

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

    2 hr 26 min
  • Making a Competitive Strategy Game Survive

    This is a Game Dev Podcast with my guest Youge Wen, aka. "Bearlike", the lead developer of my favorite strategy game Mechabellum, published by Dreamhaven, the publisher and developer founded by Blizzard's Mike Morhaime. We talk about the death spiral for online multiplayer games, game design, balancing for Mechabellum and exchange some advice with each other.


    Links to my Guest

    ➤ Play Mechabellum on Steam: https://store.steampowered.com/app/669330/Mechabellum/


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

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    0:43 - Jonas on Mechabellum; how it was made?

    1:13 - Two-person start in 2017; Mahjong/poker prototypes

    4:53 - No moving units, Go’s influence, fixing Round 1 snowball

    8:36 - Avoiding RTS snowball: equal income and reborn units

    11:36 - Unity choice; simple, low-latency networking design

    16:04 - Should you make a competitive auto-battler? (Don’t)

    19:26 - Live service pain and the death spiral

    22:16 - One bad update can kill an indie PvP game

    25:02 - Balancing philosophy: define goals, fun over variety

    27:45 - Double red/green: when to nerf (win rate vs pick rate)

    31:10 - Unit design with spreadsheets; emergent counters & guidelines

    37:16 - Counters without tags; armor experiments and why they failed

    41:27 - Tech design, tradeoffs, complexity vs fun; balancing techs

    46:56 - If you insist on PvP auto-battlers: know your goals

    49:50 - Technical constraints and scoping to your team

    52:03 - Monetization and positioning competitive strategy games

    58:00 - External shocks; start with PvE; Bazaar-style offline PvP

    01:00:15 - Fewer players and shorter matches to reduce concurrency

    01:03:37 - Marketing, Early Access pitfalls, Battle Aces; co-op PvP prototype

    01:08:08 - Managing community negativity and inevitable mistakes

    01:12:56 - Balancing PvE: ensure tool use; buff enemies, not players

    01:17:00 - Keeping old versions via Steam branches

    01:19:23 - PvE/co-op opportunities; Thronefall co-op and saying no

    01:25:51 - Scoping, minimal art, and fast content pipelines

    01:26:52 - Meta shifts as side effects

    01:28:54 - Team size; Out of Hand; art style and marketing lessons

    01:33:07 - Mechabellum roadmap; armor hopes; expanding the universe

    01:36:37 - Business reality: support what earns; risk vs reward

    01:38:07 - Randomness vs determinism: upsets, styles, and info gaps

    01:45:01 - Designing perceived fairness: RPS illusion and football

    01:50:23 - Jonas’ next game; staying small; freelancers vs growth

    01:54:17 - Endless Mode learnings and map persistence idea

    01:58:10 - Wrap-up


    My game "Thronefall":

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

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

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


    My game "Will You Snail":

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

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


    For the game developers among you:

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

    1 hr 59 min
  • How A Text-Only Game Became A Steam Hit

    This is a Game Dev Podcast with my guest Huw Millward the creator of Warsim: The Realm of Aslona, an entirely text based asci kingdom simulation game (that was written to a single code file with 700K lines of code).


    Links to my Guest

    ➤ Play Warsim on Steam: https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/

    ➤ Dim Parcio (Band): https://www.instagram.com/dimparcioband/


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

    ➤ https://tyrollerjonas.podbean.com/


    0:00 - Intro

    0:56 - Why WARSIM worked

    1:52 - From tiny sales to quitting the day job

    3:09 - Sticking with a "failed" game

    5:06 - Obsessive Updates

    10:10 - Procedural Generation and Emergent Stories

    12:17 - The Throne Room’s Birth

    17:11 - Roleplaying a ruler: many playstyles

    20:59 - A 700k-line monolith

    26:56 - Follow-the-fun workflow, 500 co-designers

    31:16 - Moving beyond ASCII: new studio, higher stakes

    33:12 - Text games: should you make them?

    37:59 - Marketing a game with no graphics

    42:42 - Word-of-mouth and biggest wins

    46:39 - Slumbox reveal: city vs wasteland

    50:18 - Choosing GameMaker over Unity

    51:46 - Timeline, team, delegation, funding paths

    55:56 - Life outside dev: band, GDC adventures, merging music and games

    58:11 - Becoming a “real” game dev and balancing identities

    01:00:10 - Advice for devs: persistence, build what you love, design smart, community

    01:04:02 - Proc-gen principles and writing tips

    01:10:09 - Jonas’ advice for Slumbox

    01:12:01 - Jonas’ next project and goodbye


    My game "Thronefall":

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

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

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


    My game "Will You Snail":

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

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


    For the game developers among you:

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

    1 hr 14 min
  • TikTok and Shorts Are Insane for Indie Devs

    This is a Game Dev Podcast with my guest Johan Grönvall who managed to succeed with his debut game Bopl Battle in some part due to his TikTok and YouTube Shorts strategy, in other parts due to his analytical perspective and going above and beyond to serve a strong vision for his game.


    Links to my Guest

    ➤ Play Bopl Battle on Steam: https://store.steampowered.com/app/1686940/Bopl_Battle/

    ➤ Johan's YouTube Shorts: https://www.youtube.com/@johangronvall9473/shorts


    0:00 - Intro

    0:47 - Why He Quit His Job During The Pandemic

    1:55 - The Game That Took 6 Years to Make

    4:41 - Starting By Improving on an Unpopular Game

    8:22 - The Motivation for Making Games

    9:36 - The Big Rewrite: Creating His Own Engine in Unity

    12:52 - What is Lockstep Networking?

    15:23 - Why Building on Top of Unity Can Be a Mistake

    18:48 - Coding Unique Physics That Unity Can't Handle

    23:31 - The Only Marketing That Actually Worked

    25:50 - How to Create Viral Shorts & TikToks

    33:32 - How Many Wishlists Do Viral Videos Generate?

    36:53 - A Genius Strategy for YouTube Content?

    41:15 - Why the Demo Was Almost a Full Game

    45:28 - Turning Bugs Into Beloved Features

    51:30 - The Struggle to Start The Next Project

    55:52 - The Explore vs. Exploit Dilemma for Creatives

    59:14 - Chasing "Success" as a Motivator

    1:03:47 - Why Indie Developers Should Be MORE Ambitious

    1:10:09 - Succeeding By Doing Everything "Wrong"

    1:16:33 - You Don't Have to Be a Super Genius to Succeed

    1:19:33 - How to Avoid Delusion as a Developer

    1:24:24 - What's More Important: A Fun Game or an Appealing Idea?


    My game "Thronefall":

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

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

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


    My game "Will You Snail":

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

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


    For the game developers among you:

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

    1 hr 27 min
  • Test Your Game’s Potential in Just 3 Days

    This is a Game Dev Podcast with my guest René Habermann who is behind games such as Domekeeper and PVKK (Planetenverteidigungskanonenkommandant), running a games studio called Bippinbits together with his wive. In this conversation we dive into how to validate your game ideas early.


    Links to my Guest

    ➤ Wishlist PVKK on Steam: https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/

    ➤ Play Domekeeper on Steam: https://store.steampowered.com/app/1637320/Dome_Keeper/

    ➤ Bippinbits Website: https://bippinbits.com/


    0:00 - Introduction

    0:50 - Why Indie Games Fail

    2:05 - The Minimalist Approach to Game Development

    3:09 - Using Validation Points to Succeed

    4:10 - Fun vs. Appeal: What's More Important?

    8:00 - The Crucial Role of "Fantasy" in a Game's Success

    12:21 - How YouTubers Can Spark a Game's Success

    17:10 - Can a Game Succeed Without Appealing Visuals?

    19:39 - Why Did Dome Keeper Work So Well on YouTube?

    23:08 - Designing for Yourself vs. The Market

    26:26 - "Make a Game You Enjoy": Good or Bad Advice?

    32:03 - Using Itch.io and Game Jams to Test Ideas

    39:05 - Is it Possible to Enjoy the "Tryhard" Approach to Game Dev?

    43:27 - From a 3-Day Prototype to a Full Game

    47:37 - The Demo vs. The Announcement: What to Do First?

    59:10 - What to Do When a Validation Point Fails

    01:06:17 - The Growth of Bippinbits Studio

    01:17:30 - Rene's Role in a Growing Studio

    01:23:18 - The "Mini-Teams" Approach to Scaling

    01:30:21 - Sharing Profits With The Team

    01:40:43 - Why Bippinbits Prefers the Godot Engine


    My game "Thronefall":

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

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

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


    My game "Will You Snail":

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

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


    For the game developers among you:

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

    1 hr 48 min
  • Make An Online Game That Lasts 30 Years

    This is a Game Dev Podcast, today with my guest Benjamin Zuckerer from Cip Soft, the creators of Tibia, an MMO that has been under continuous operation and development for over 30 years. This is an entertaining and educational look behind the curtain of how to make and run online games that last for decades.


    Links to my Guest

    ➤ Wishlist Persist Online on Steam: https://store.steampowered.com/app/2082980/Persist_Online/

    ➤ Play Tibia Online: https://www.tibia.com/mmorpg/free-multiplayer-online-role-playing-game.php

    ➤ Jobs at Cip Soft, Germany: https://www.cipsoft.com/de/karriere/stellenangebote


    0:00 - Intro

    1:02 - The Origins of Tibia (1995)

    3:04 - Pioneering the 'GMUD' Genre

    4:25 - Tibia's Place in Early MMO History

    5:37 - Surviving the Dot-Com Bubble

    8:43 - Inventing the Freemium Model

    10:44 - The Story Behind the Name 'CipSoft'

    12:32 - Development Before Modern Tools

    13:48 - Company Growth & Evolving Roles

    15:21 - The First Mobile MMORPG & Launch Strategy

    17:29 - Joining the Games Industry

    19:13 - The Role of a Product Manager

    22:58 - The 'Duping' Problem in MMOs

    28:25 - Team Culture & Security Threats

    32:50 - Single Player vs. Online Game Development

    37:28 - Why There Is No Tibia 2

    42:26 - The Struggle for a Second Hit

    47:08 - The Birth of 'Persist Online'

    51:12 - From Manager to Maker and Back

    53:43 - Building the 'Persist Online' Team

    57:09 - Prototyping & Co-Developing With the Community

    1:01:45 - How to Listen to Your Players

    1:07:21 - The Early Access Development Model

    1:11:00 - The Economics of Free-to-Play

    1:17:49 - Ethical Monetization

    1:23:38 - CipSoft & Persist Online Today

    1:27:53 - 20% Time: Fostering Innovation

    1:31:04 - Testing 'Persist Online' (Pre-Alpha)

    1:35:45 - The Challenges of Launching on Steam

    1:45:28 - 'Persist Online's' Steam Release Strategy

    1:53:57 - Advice for Indie Online Game Developers

    2:02:13 - The Exponential Cost of Making Online Games

    2:11:14 - Why Make Online Games? The Service Model

    2:17:17 - Engaging Players with a Limited Scope

    2:22:13 - Outro & Final Advice


    My game "Thronefall":

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

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

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


    My game "Will You Snail":

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

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


    For the game developers among you:

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

    2 hr 25 min
  • Make Your Indie Game Go Viral

    This is a Game Dev Podcast with my guest Gavin Eisenbeisz (Two Star) and your host Jonas Tyroller. In this episode I want to learn how to make wildly successful indie games that go viral a lot.


    Links to my Guest

    ➤ Wishlist Cuffbust on Steam: https://store.steampowered.com/app/2592220/CUFFBUST/

    ➤ 2nd Channel (Game Design): @ScientiaLudos

    ➤ Main Channel: @TwoStarGames


    0:00 - Intro

    0:57 - Look Where The Market Is Going

    4:02 - What Makes For a Viral Game Idea

    9:05 - Designing For Content Creators

    15:33 - How Rare Are Million Dollar Game Ideas

    19:47 - Why High Action Games Are Bad For Retention

    26:01 - Creating Brand Recognition

    31:43 - Mass Content Ability

    35:36 - When To Scrap Your Idea

    37:35 - The No-Prototypes Approach

    41:08 - Using The Trailer To Test Demand

    44:36 - How Content Creators Line Up To Play Your Game

    47:28 - Concept vs. Execution | What Matters Most

    51:18 - Indicators That You're On Track

    53:31 - Having Your Own YouTube Channel

    59:14 - Learning and Theory Crafting | Why and How

    1:04:38 - Gavin About Not Enjoying Game Dev As Much Anymore

    1:08:40 - Gavin and I Compare Our Approaches


    My game "Thronefall":

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

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

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


    My game "Will You Snail":

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

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


    For the game developers among you:

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

    1 hr 18 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…

More shows like A Game Dev Podcast With Jonas Tyroller

Common Sense with Dan Carlin by Dan Carlin

Common Sense with Dan Carlin

11,408 Listeners

Making Sense with Sam Harris by Sam Harris

Making Sense with Sam Harris

26,255 Listeners

Pod Save America by Pod Save America

Pod Save America

87,157 Listeners

Game Maker's Notebook by Academy of Interactive Arts & Sciences

Game Maker's Notebook

193 Listeners

Sacred Symbols: A PlayStation Podcast by Last Stand Media & Studio71

Sacred Symbols: A PlayStation Podcast

3,376 Listeners

Game Dev Advice: The Game Developer's Podcast by The HP Video Game Podcast Network - John JP Podlasek

Game Dev Advice: The Game Developer's Podcast

50 Listeners

TRUE ANON TRUTH FEED by TrueAnon

TRUE ANON TRUTH FEED

3,345 Listeners

Game Developer Podcast by GameDeveloper.com | Game Development News, Tips, & Insights

Game Developer Podcast

32 Listeners

Game Dev Field Guide by Zackavelli

Game Dev Field Guide

109 Listeners

Triple Click by Maximum Fun

Triple Click

1,164 Listeners

The House of the Dev by The House of the Dev

The House of the Dev

4 Listeners

Digital Foundry Direct Weekly by Digital Foundry

Digital Foundry Direct Weekly

117 Listeners

Remap Radio by Remap Radio

Remap Radio

861 Listeners

The Thomas Brush Show by Thomas Brush

The Thomas Brush Show

25 Listeners

Indie Game Guildhall by Indie Game Academy

Indie Game Guildhall

9 Listeners