Dev Dream Pod with Blake Gocey

Dev Dream Pod with Blake Gocey

By Blake GoceyLeisureVideo Games
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Dev Dream Pod with Blake Gocey episodes

  • How One Solo Dev Turned a Small Game Into a Cult Classic

    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

    1 hr 29 min
  • If Jonas Tyroller Had To Start Over...

    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

    1 hr 29 min
  • You CAN Succeed With A UNIQUE Game On Steam!

    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

    1 hr 13 min
  • How To Launch A Wildly Successful Game On Steam

    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

    1 hr 24 min
  • Miziziziz's Passive Income Blueprint

    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

    56 min
  • How Beginner Game Devs Actually Succeed

    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

    52 min
  • He ABANDONED YouTube and GameDev and then EXPLODED

    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

    55 min
  • Make Games At HYPER SPEED

    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

    1 hr 18 min
  • How Aarimous Solved Steam

    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

    1 hr 7 min
  • The UNBELIEVABLE Journey of Tim Ruswick

    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

    53 min

About Dev Dream Pod with Blake Gocey

From the publisher's feed

The Dev Dream Pod is a podcast about the real journey of making video games. Each episode features interviews with indie game developers, creators, and builders chasing the dream of game development.…