
Sign up to save your podcasts
Or


On this episode of Spitball Sessions, the guys discuss what they would do to make the ultimate fishing game. Along the way, they discuss the differences between realistic and interesting games, the problems in not understanding your subject matter, and the question “Is fishing just underwater hunting?”
Then, in the Mouthwash, they discuss difficulty – how much is too much? what is the line between fun and exploitative? is Dark Souls really as hard as people claim?
All that, and more tangents than an entire geometry class, on episode 4 of The Spitball Sessions. (more…)
The guys discuss EVE’s new Free-to-Play format, the implications of the Omega clones, and several diversions into Planetside 2’s balancing tricks.
Then, in The Mouthwash, they dive into the maelstrom that is No Man’s Sky. Was it a mediocre game that suffered from overambitious marketing? Was it more than a small studio could handle? Or is it a game that is completely impossible to make correctly?
Shouting ensues. Josh proposes the “macro-uncanny valley” concept. The podcast almost breaks up. Is this the end for our daring heroes? Find out! (more…)
On Spitball Sessions’ most Newtonian episode, the guys discuss whether it’s possible to make a worthwhile real-time strategy game that isn’t affected by player speed or reaction times.
Then they sit down, again, with special guests Brent and Trevor (Neon Cheetah’s video and audio guys) to talk about what people have been playing, the DoomRL contraverspiracy, and who’s even playing those crazy roguelike games anyway. (more…)
On this episode, the guys discuss some of the weakness with “open world survival games” such as Minecraft and Terraria, and attempt to pitch a game design that would solve some of these problems.
Then, they sit down with special guests Brent and Trevor (Neon Cheetah’s video and audio guys) to discuss who the Neon Cheetahs are and what they’re all about, and then pitch a hypothetical “Neon Cheetahs: The Video Game”.
From the publisher's feed