Lostcast: Recent Episodes

Lost Decade Games

Lostcast is a weekly podcast about making better video games with small teams.

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Geoff and Matt talk about entity component systems (yes, again!) and Matt's new podcast Make the Game.

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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.

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Our first podcast in a year! Chasm and other side-scrolling platformers, Geoff's dungeon prototype, and Matt's blog.

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It's Lastcast time, which means retrospectives on Lostcast, LDG, thank yous, goodbyes, and how to keep in touch.

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In the penultimate Lostcast we discuss 2D physics and Matt has one last art tip.

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Geoff's side project Shine and yes, the beginning of the end.

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Spelunky 2 speculation, Destiny 2, and Metroid 2: Samus Returns

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Backburner topics including art, side projects, and design patterns.

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Wild speculation about IGN buying Humble.

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Toxicity? In MY games?!

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Some quick programming tips and then all about Cuphead!

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Sonic Mania and a talk procedurally generated content.

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Let's Plays VS video commentary laws, and ridiculous legislation.

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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.

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An analysis of the Alien movie franchise and how it pertains to creative sequels (and games).

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Let's talk about Dead Cells for oops over an hour.

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Abstract design, listeners questions, game design critiques, stuff like that.

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Kingdoms and Castles and Abstract: the Art of Design.

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Game Masters: The Exhibition and -- gasp -- code intent! Let's chat it up.

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The Dragon's Trap: Wonder Boy is an amazing modern remake of the 1989 cult classic. Let's pick it apart!

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Populous postmortem, OlliOlli2, the problem with sequels, the uncanny valley, and more tangents than you can count.

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Jump (the self-described Netflix for Games), a question about theming, and another about market analysis. Also of course, tangents.

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E3, DOOM, LDG game club, indie games, tangents, horse blair, stuff like that.

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Our interview with senior business development manager AJ Glasser.

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Steam Direct and its $100 price tag, theming VS player expectation, and Babel VS TypeScript etc.

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Lost Decade Game Club (DOOM!), online multiplayer games, optimistic move execution, and hidden state.

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Focusing, Guild of Dungeoneering, and too much food talk. Thanks to Zenva for sponsoring this episode.

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An interview with Adventure Lamp developer Ryan Davis.

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Steam Philosophy, Steamworld Heist, and obviously lots of tangents.

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Should you update your dependencies or not? Also, a design analyis of Heroes of the Storm 2.0.

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Flinthook, tangents, and organizing game dev projects.

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Making a hit game ... what do we think about this approach?

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Lava Blade's 4th birthday, Blaster Master Zero, and killing an open source project.

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A chat with Jesse Freeman and his new game dev platform Pixel Vision 8, a new fantasy console.

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Complainy design analyses of Breath of the Wild and Oceanhorn ... but really they're both pretty good!

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Early Access time restrictions, burn out, and how to pace yourself after a release.

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Are Steam reviews fair? Accurate? Also GDC and podcast shout-outs.

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Matt @ GDC, Patreon, interviews, Making an Indie Game About Indie Game Making, overdelivering, and the state of HTML5.

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An interview with indie game developer (and publisher!) Zack Bell of Spaceboy Games.

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Steam Direct! Also game length? What's good value for the money?

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Jams, tweening, Owlboy, HotS.

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Jamuary jams including raycasting and Unity tongue simulators. Also discounts?

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Jamuary, raycasting, playtesting, and more!

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Jamuary, raycasting, realtime combat, and item design.

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Procedural generation: does it save dev time? Also a new Patreon-exclusive podcast and a trip to Mexico.

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Lots of cool stuff listeners are working on, Geoff's roguelike hack, and the viability of small Steam games.

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Procgen: does it take away from exploration? Also Steam store changes and of course randomness.

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Indie Game Sim is out, but we just wanna talk game design. Gather 'round!

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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!

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Game Dev Treasure (go there now!), innovation VS market fit, and readability VS performance.

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Happy 200! Shenanigans in game design, OpenGL, pinch 'n zoom, and holiday themed games.

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Ugh politics, but also IGS, marketing terms, TypeScript, Lostcast and more.

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Horror games, finding your niche, and music in games: do they matter? Yes, and more!

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Owlboy, news, IGS launching Dec. 8, and when to open source? THIS AND MOAR

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If you make games, should you play them too? Probably and the key is establishing habit, but HOW DO?!

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Indie Game Sim is coming to Steam! Also a massive Soul Thief update and a listener question: is all press good press?

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Stock assets, should you use them? Maybe! Also a massive Soul Thief refactor and more.

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Indie Game Sim on Steam Greenlight, Inktober, and a question about features.

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Politics? In MY video games?! Should you or shouldn't you be open about your views? Also status updates on our projects.

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Open web monetization and how to finish a game.

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Steam key review lockdowns, more platform discussion, and code editors.

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Let's talk about platforms. Do you dig HTML5, Unity, HaxeFlixel? WHAAAT

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You won't want to miss this conversation with Defender's Quest developer and open source advocate Lars Doucet.

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Indie sequels, physics, and Indie Game Sim.

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Indie Game Sim, Soul Thief, Oil It or Spoil It, 2d physics, and general game devery!

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Geoff's numbness, Matt's prototype, Cutthroat Kitchen, and game design.

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Parallax scrolling, falling behind, day and night cycles, Heroes of the Storm, and YOU!

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Virtual reality, js13kGames, Soul Thief, Kenney Studio, floating point determinism, achievements, and more.

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ICT Game Jam, Pokemon Go, The Door Problem, 2016 Game Career Guide, and more.

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Trine franchise, sequels, Early Access, and more 3D.

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Dona Bailey, 3D, and 4 Signs that your Game is Doomed.

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Mini-maps, final boss design, G2A, the four currencies, and more.

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E3, indie event The Mix, dialog trees, and deploying with NW.js.

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An interview with Christer Kaitila AKA @McFunkyPants about One Game a Month and other interesting game stuff.

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Mise en place is a term that refers to being prepared to cook, and today we discuss how that can make us better game developers. Hidden Easter Egg about Geoff for those who listen to the whole show!

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Entity/component systems, collision, prototyping, and more.

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Join us as we discuss Spelunky creator Derek Yu's new book Spelunky.

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Stream-first refers to an experience built for streamers and their viewers from the ground up. Discuss!

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Overhead action game pits, target leading, particle optimization; it's The Geoff Show!

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It's all about the tumultuous 4 days Matt spent in Boston for PAX East. Tons of gamers, cosplayers, and WOW LOSTCAST LISTENERS! Apparently a few of you live near Boston.

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Today we discuss reducing the cost of content, and bringing the most value to players.

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Clash Royale, Jim Sterling, clones, polish, mattalogies (Matt analogies), tangents, live demos, and wow a whole lot of chatter!

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A Wizard's Lizard: Soul Thief just launched on Steam Early Access! ... let's talk about something else ...

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Let's agonize over naming, take your temperature before launch, discuss roguelikes and YouTubers.

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Sprite atlases, HTML5 performance, art styles, and general game devishness.

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Advanced physics terms! Dumb GDC stories! And more.

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We talk about getting Soul Thief to that elusive finish line!

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We triage the Soul Thief tasks that came up this week, including Courtyard design, soul powers, and more.

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Let's discuss AWL2: Soul Thief, HTML5 rain cycles, wind effects, and other fun stuff.

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The LDG spouses join us for a special Valentine's Day episode.

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Which of our tools have withstood the test of time?

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How does a small indie team communicate? What's our schedule like? HOW DO??

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Board game design discussion, and playing games to learn from them such as Nuclear Throne and Darkest Dungeon.

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Macro/meta game design, progression, Zelda, learning, HTML5 licensing, prototyping ... phew! Lotsa great game dev topics.

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The first episode named by Geoff (mostly)! We talk about design problems, how to solve them, and the soft-lanch of our new Lostcast Patreon.

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2015 retrospective, how THIS year will be different, and prototyping to success.

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Listener questions, AWL2, alpha videos, art improvement, Jamuary, and other fun stuff. Happy New Year!

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AWL1 is on a massive sale, we've got t-shirts now, and knockback is cool let's discuss! Also general Christmas cheer or whatever.

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Indie Cup, live demos, feedback, PlayFab, and general game development goodness.

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Boss design, ES6, electron, Game Dev Daily, and a LIVE AWL2 demo next week.

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Loot drops, game design, forum chats, Cho'gall, and dirty flags.

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What if AWL were 3D? Also, death mechanic design discussions and more.

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Ship or iterate? Game design, complexity, bosses, behavior trees, and thumbnails to hide your shame.

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RPG types, company buyouts, doubling down, data locality, and brutal verbal punishment.

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Geoff had too much coffee so he's violently yelling about melee combat, UI design, HTML5, and design patterns.

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Game engines, game design, productivity, singletons, and separation of concerns.

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Game design balance, composite operations, observer pattern, art tips, and tiger hats.

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The Five Rules Of Australia's Most Successful Game Creator, Indie Cup, Inktober, and more.

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It's back to the drawing board as we continue to peddle A Wizard's Lizard 2.

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Let's analyze how to choose the right design by Ryan Clark, also art tips and game dev tips!

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AWL2 Kickstarter progress, AWL1 postmortem, board games, LARPing, Steam, and more.

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A Wizard's Lizard 2 Kickstarter launched TODAY! Also survey results, game dev tips, art tips, and more.

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Sprite sheets, tiling, light and shadow, measurement, enemy AI, and our upcoming Kickstarter. This and more!

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js13kGames, art tips, unity tips, evaluating game mechanics for depth, and... full-coverage car decals??

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Zelda II, THROWING THINGS, Twitch, the golden ratio, game mechanics, and more.

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SURVEY! Please take it. Also Unity, art tips, AWL2 Kickstarter dates, and more.

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Train helmet hacks, Final Fantasy, music, development, and art. What more could game enthusiasts ask for?!

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Art, Unity, and game design. With these things you can make vidja games!

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Join us for emergent gameplay, the life of Iwata, Unity, and more.

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Let's chat about Kickstarter, A* path finding, Unity, art, difficulty, and game jams.

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Whoa, we announced our next game! Let's go into more details and how we'll fund this friggin' thing.

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Let's chat about E3, games, podcasts, and our next major project!

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E3, YouTube Gaming, and live action gaming. Also: big announcement next week.

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Unity 5.1 is here, Steam Refunds have had an impact, and some games we're playing.

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Heuristics can be useful in making games. Also Steam refunds, AWL updates, Unity development, and Waveform Collection.

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When competing in a crowded market, a Strange Attractor could help your creative work stand out.

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How'd we get the name LDG? Backstory! Also turn-based tactics and Unity and YOU!

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Matt's back from HOME and has game design/art THOUGHTS! Also, catch up with Geoff's Unity exploits.

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Matt asks about Geoff's card game, ending with more Arcade Attack action.

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Steam mods for sale! And digital VS traditional media in games.

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Hey we're playing games for once, let's talk about it. Also 2d lighting engines, and takeaways from Symphony of the Night director Koji Igarashi.

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Geoff streamed Unity dev again, pre-production, and minimum sustainable success.

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Geoff streamed some Unity game dev the other day! Let's talk about it and maybe future streams.

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Humble Bundle happened! Also some updates to AWL, and a new game streaming platform.

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Sufficient complexity is a term we've been using to help us with game design. Let's discuss!

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Configuring your Unity project, tile-based games, masking, and game design discussions.

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Whoa look at all these amazing new FREE game engines! Let's discuss.

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All about game conferences like GDC, E3, and more!

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3d finally, Unity progress, and more.

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Hey, it's a local-cast in San Diego! And finally, we are trying Unity! GASP

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THREE YEARS LATER, our second interview with Rich Davey, creator of the Phaser game engine.

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How do you make money with games? Also, what of the LDG logo?!

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YouTube is increasingly important for marketing indie games. Discuss!

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Let's talk about Creativity, Inc. a book by a Pixar mainstay, and of course game dev

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Entity/component systems, Metalsmith, Enemy Mind, and more gamedevery!

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Noise algorithms, failure and success, the next game, and more!

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2014 retrospective, dogs, tactics, and more!

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Geoff talks about his trip to New Zealand and how it could affect game development.

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MOAR LOSTCAST DATA also AWL sales numbers, learning, and Challenge Mode?

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This is a sort of conversational guide on how to get started making games.

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SURVEY SAYS! Let's talk about the survey feedback and lovely comments.

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You need a computer to make video games. But what kind and running what software?! Let's talk it out.

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Geoff 'n Matt discuss macro game design, failing, success, and failing. Game dev!

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One game a month, Open Broadcaster, YouTube, Vine, and PROTOTYPES!

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Greenworks, node-webkit, Native Abstractions for Node.js, and other game devery.

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Let's talk about Halloween, faires, motivation, podcasting, and there's some gamedev in there too.

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Geoff 'n Matt talk about Steam death threats, Humble Mozilla Bundle, Emscripten, and more.

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Nintendo Web Framework, optimization, C++, and more game devery.

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HTML5 support on OUYA? Why not, it's already on Wii U and maaaaybe Xbox One? Let's discuss!

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Let's talk about our first Steam sale, deprecate ourselves a bit, and have some fun.

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Microsoft bought Mojang! Also Geoff talks about his tactical roguelike prototype (say that three times fast).

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Let's talk about Intel Developer Forum, HTML5 monetization, and prototyping.

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Today's myriad topics include prototyping, caching, canvas, Chrome, IDF, Sequelitis, and more. Join us!

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It's been THREE WEEKS! Let's talk about Geoff's side project, HTML5 tech, and more.

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Geoff 'n Matt talk about games they've been playing including M:TG and Hearthstone. Also, Geoff's new prototype!

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Controversy! YouTube, Twitch, and Let's Play content creators: ethical, moral, both, neither?

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Behavior trees, mobile, desktop, Steam, and more!

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California Extreme, arcade games, crashes, mobile payment services and more in this hour-long episode!

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Geoff 'n Matt disuss node, webkit, and V8 difficulties, as well as California Extreme and project management.

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Geoff 'n Matt chat about development contracts, HTML5 game licenses, and general businessery type decisions.

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Geoff 'n Matt talk about their FIRST WEEK ON STEAM and the numbers behind that. Also, another dev round table video and more.

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WE LAUNCHED A GAME ON STEAM! Let's talk about all the craziness.

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Geoff 'n Matt talk about AWL on Steam, California Extreme, E3, and tile map collisions.

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Listen as we self-deprecate ourselves into submission for our terrible design decisions in A Wizard's Lizard.

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Geoff 'n Matt discuss their experience with a recent HTML5 Hub round table.

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Geoff 'n Matt discuss the impending YouTube/Google acquisition of Twitch.tv, as well as some recent prototypes and learnings.

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Geoff 'n Matt embarrass themselves by exposing how little they understand about game design.

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Entity component systems, Humble Store sales, game deverey, Blairitory, and general indie life! Join us for this and some of that.

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Geoff 'n Matt discuss the difficulties of finishing large projects, music tastes, and other rambly gamedev topics.

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Geoff 'n Matt discuss build tools, game loops, and more in this hour-long chat.

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The Lostcast about Lostcast! Download numbers, listener counts, CHARTS and GRAPHS OH MY! Also as always lots of dev/HTML5 talk and tangents.

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Matt 'n Geoff interview Patrick Klug of Greenheart Games, makers of Game Dev Tycoon.

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Matt 'n Geoff discuss scheduling their daily indie lives, and little side projets like Tweencast.

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Matt and Geoff discuss last week's GDC 2014 experience, including Intel's Future of Cross-Platform Game Development roundtable.

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Matt 'n Geoff chat with Gregory Love of Whippering, an independent business development and marketing firm.

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Matt 'n Geoff discuss their decision to continue with their own rendering tools and not switch to Pixi.js (which is a great tool).

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Matt 'n Geoff discuss speed runs (both tool-assisted and manual) and other fun gaming nonsense.

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Matt 'n Geoff discuss tweening, polygonal hit detection, and Steamworks.

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Matt 'n Geoff discuss the TINY EPIDEMIC that is lack of motivation.

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Matt 'n Geoff ramble on about test-driven development, code style, and more!

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Matt 'n Geoff talk about A Wizard's Lizard, The Legend of Zelda: A Link Between Worlds, Steam Greenlight, and more!

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Matt 'n Geoff talk about the power of streamers, car physics, PIXI, and more!

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Matt 'n Geoff talk about backups, Legend of Grimrock, Steam Greenlight, and more!

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Matt 'n Geoff talk about the first 5 days of A Wizard's Lizard on Steam Greenlight, Horse Blair, and other things.

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Matt 'n Geoff talk about A Wizard's Lizard on Steam Greenlight, oh and all of 2013.

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Matt 'n Geoff talk about A Wizard's Lizard development, including a brand new collision script.

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LDG interviews world-renowned game composer Tim Follin about his upcoming HTML5 game Contradiction.

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Geoff 'n Matt talk about bitmasking, tile edging, and general game design.

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Geoff 'n Matt talk about "macro" game design.

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Geoff 'n Matt talk about A Wizard's Lizard development and delivering the beta to hundreds of wonderful preoderererers!

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Wow, what DON'T Matt and Geoff talk about in this 2 hour+ episode?!

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Matt and Geoff chat with Dave and Will of PlayCanvas, a cloud-based WebGL game engine!

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Geoff 'n Matt try to focus on the latest A Wizard's Lizard changelog, but end up rambling on about everything from open source to Castlevania.

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Geoff 'n Matt talk about allll kinds of stuff including their HTML5 Dev Conf keynote participation and renaming Crypt Run to A Wizard's Lizard!

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Geoff 'n Matt retreat to the HTML5 Dev Conference.

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Return to the Crypt Run development changelog discussion!

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For once, Geoff and Matt DON'T talk about Crypt Run! Instead, we talk about Spriter, Spine, and a gamedev bucket list!

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Matt 'n Geoff talk about Crypt Run, books, Crypt Run, independence, and Crypt Run!

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Matt 'n Geoff talk about Rampart Rush (remember that?), Crypt Run, and of course… games.

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Matt 'n Geoff talk about their new FORUM as well as Crypt Run, Indie Speed Run, and more!

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Matt 'n Geoff interview HTML5 pioneers Ibon and Iker from Ludei!

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Matt 'n Geoff go in-depth about last week's changes to the Crypt Run alpha!

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Geoff 'n Matt go in-depth about last week's changes to the Crypt Run alpha!

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Geoff 'n Matt riff about Kickstarter, live streaming, Spelunky, leaderboards, and more!

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Crypt Run is FUNDED! Let's talk about Casual Connect, Indie Prize, Nintendo Wii U, Linux, and more!

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Crypt Run is 95% funded!! Let's chat about Casual Connect and Indie Prize Showcase!

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Geoff and Matt talk about their Kickstarter campaign and a ton of other things!

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Geoff and Matt talk about their Kickstarter campaign and LIVE DEMO for Crypt Run!

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Geoff and Matt talk about their upcoming game Crypt Run, and the Kickstarter they're launching soon!

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Geoff and Matt interview Microsoft evangelist Jesse Freeman.

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Geoff and Matt are FINALLY launching Lava Blade and they're so excited that this podcast is now called LAUNCHCAST! (not really)

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Geoff and Matt talk about what they been up to for da last 2 months?!

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Geoff and Matt talk about Indie Speed Run and GitHub Game Off and other fun stuff.

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Geoff and Matt talk about entity/component implementations in JavaScript. It's a RIOT!

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Geoff and Matt go through each and every one of the previous 25 episodes!

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Entity/component systems and lots of rambly independent game dev stuff.

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We're back! And talking about the disaster-in-progress that is Lava Blade, as well as our next game, project codename: Warhead!

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In episode 23, we talk about HTML5 and how sometimes it doesn't have anything to do with the success of your game. That said, the industry is in love with HTML5 right now, with lots of new companies and money being injected into it.

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In episode 22, we talk about all kinds of goings-on in the HTML5 games space, including the Dragons Gameboard kickstarter, and the tools used to make HTML5 games. Don’t forget to comment if you want Geoff to blog more!

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In episode 21, talk about an arcade convention, the WHATWG/W3C split and more!

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In episode 20, we discuss the much buzzed-about OUYA, Onslaught! Arena on Brass Monkey, and the launch of our new game Lunch Bug.

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Geoff and Matt answer a listener question about canvas scaling and catch you up on all things LDG. Don't forget to check out our sponsor Pokki!

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Announcing our first sponsor: Pokki! Geoff and Matt talk about how awesome HTML5 gaming is right now.

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Geoff and Matt talk with veteran game and Chrome developer Vincent Scheib.

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Geoff and Matt talk with HTML5 game pioneer Joseph Huckaby, creator of Effect Games.

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Geoff and Matt talk about lots of things HTML5 and game related, but mostly talk about interesting game mechanics!

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Geoff and Matt interview Impact game engine creator Dominic Szablewski.

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Matt and Geoff talk about pimping out OS X and HTML games and all that!

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Geoff and Matt talk shop with HTML5 performance expert and Game Closure employee Arno van der Vegt.

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LDG went to GDC where we won a contest and other exciting stuff happened.

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LDG is now a full-on indie game company and we celebrate by open sourcing our flagship product.

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Rich Davey is a veteran flash game developer and is really excited about HTML5. Let's talk it out!

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With so many companies cloning out companies' games, why don't we talk this out?

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We collected things devs hate about HTML5 via Twitter and talk all about them!

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Tom discusses xcjs, Game Closure and HTML5 tech.

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We answer 4 HTML5 game dev questions from a listener.

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What's NaCl and why does it kind of scare us?

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Join us as we ramble on about locking down your HTML5 game's source code

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Matt and Geoff talk with HTML5 game developer Louis Stowasser about his Crafty game engine.

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Matt and Geoff discuss their backgrounds and various aspects of Onslaught! development.