Lostcast is a weekly podcast about making better video games with small teams.
Geoff and Matt talk about entity component systems (yes, again!) and Matt's new podcast Make the Game.
Matt talks about his new company Valadria and his new book maybe a bit much and Geoff talks about Plato and his many roguelike jams.
Our first podcast in a year! Chasm and other side-scrolling platformers, Geoff's dungeon prototype, and Matt's blog.
It's Lastcast time, which means retrospectives on Lostcast, LDG, thank yous, goodbyes, and how to keep in touch.
In the penultimate Lostcast we discuss 2D physics and Matt has one last art tip.
Geoff's side project Shine and yes, the beginning of the end.
Spelunky 2 speculation, Destiny 2, and Metroid 2: Samus Returns
Backburner topics including art, side projects, and design patterns.
Wild speculation about IGN buying Humble.
Toxicity? In MY games?!
Some quick programming tips and then all about Cuphead!
Sonic Mania and a talk procedurally generated content.
Let's Plays VS video commentary laws, and ridiculous legislation.
Should you learn only from the very successful few, or will anyone do? Also game designers reveal their hidden secrets to make their games more enjoyable.
An analysis of the Alien movie franchise and how it pertains to creative sequels (and games).
Let's talk about Dead Cells for oops over an hour.
Abstract design, listeners questions, game design critiques, stuff like that.
Kingdoms and Castles and Abstract: the Art of Design.
Game Masters: The Exhibition and -- gasp -- code intent! Let's chat it up.
The Dragon's Trap: Wonder Boy is an amazing modern remake of the 1989 cult classic. Let's pick it apart!
Populous postmortem, OlliOlli2, the problem with sequels, the uncanny valley, and more tangents than you can count.
Jump (the self-described Netflix for Games), a question about theming, and another about market analysis. Also of course, tangents.
E3, DOOM, LDG game club, indie games, tangents, horse blair, stuff like that.
Our interview with senior business development manager AJ Glasser.
Steam Direct and its $100 price tag, theming VS player expectation, and Babel VS TypeScript etc.
Lost Decade Game Club (DOOM!), online multiplayer games, optimistic move execution, and hidden state.
Focusing, Guild of Dungeoneering, and too much food talk. Thanks to Zenva for sponsoring this episode.
An interview with Adventure Lamp developer Ryan Davis.
Steam Philosophy, Steamworld Heist, and obviously lots of tangents.
Should you update your dependencies or not? Also, a design analyis of Heroes of the Storm 2.0.
Flinthook, tangents, and organizing game dev projects.
Making a hit game ... what do we think about this approach?
Lava Blade's 4th birthday, Blaster Master Zero, and killing an open source project.
A chat with Jesse Freeman and his new game dev platform Pixel Vision 8, a new fantasy console.
Complainy design analyses of Breath of the Wild and Oceanhorn ... but really they're both pretty good!
Early Access time restrictions, burn out, and how to pace yourself after a release.
Are Steam reviews fair? Accurate? Also GDC and podcast shout-outs.
Matt @ GDC, Patreon, interviews, Making an Indie Game About Indie Game Making, overdelivering, and the state of HTML5.
An interview with indie game developer (and publisher!) Zack Bell of Spaceboy Games.
Steam Direct! Also game length? What's good value for the money?
Jamuary jams including raycasting and Unity tongue simulators. Also discounts?
Jamuary, raycasting, realtime combat, and item design.
Procedural generation: does it save dev time? Also a new Patreon-exclusive podcast and a trip to Mexico.
Lots of cool stuff listeners are working on, Geoff's roguelike hack, and the viability of small Steam games.
Procgen: does it take away from exploration? Also Steam store changes and of course randomness.
Indie Game Sim is out, but we just wanna talk game design. Gather 'round!
Indie Game Sim launches Thursday, but let's discuss How to Survive in Gamedev for Eleven Years Without a Hit. Probably our worst episode of the year!
Game Dev Treasure (go there now!), innovation VS market fit, and readability VS performance.
Happy 200! Shenanigans in game design, OpenGL, pinch 'n zoom, and holiday themed games.