The Sausage Factory: Recent Episodes

Chris O'Regan

videogame discussion

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Chris O'Regan interviews John Ingold and Joe Humfrey of Inkle about the design and development of A Highland Song, an action adventure based on traditional Scottish limerick storytelling.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode500.mp3 Music is by Laurence Chapman, Talisk, and Fourth Moon, and can be purchased from here:https://store.steampowered.com/app/2708980/A_Highland_Song_Official_Soundtrack/1. A Highland Song2. Celestial3. A Highland FantasiaThe Sausage Factory 500 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Anthony Liew of Cognitive Forge about the design and development of Aura of Worlds, an action adventure rogue-like which has the player falling on their own sword rather than those wielded by others.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode499.mp3 Music featured is by Amanda J. Lim and Mat Dwyer1. Title Theme2. Gardens3. Bronze KnightThe Sausage Factory 499 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews  Renee Gittins of Stumbling Cat about the design and development of Potions: A Curious Tale, an action adventure with an apothecary bent.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode498.mp3 The Sausage Factory 498 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Alex Dracott of Ironwood Studios about the design and development of  Pacific Drive, a survival horror game featuring a sentient station wagon.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode497.mp3 Music is by Wilbert Roget II and is available here:https://store.steampowered.com/app/2790060/Pacific_Drive_Official_Game_Soundtrack/1. The Remnant2. Parts and Labor3. AtlantisThe Sausage Factory 497 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Ant Skilton of Cartographic Interactive about the design and development of Bounties of Babylon, a tactical puzzle game set on the high seas.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode496.mp3 The Sausage Factory 496 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Francine Bridge and Wolfgang Wozniak of Poppy Works, and Alex Lotz from Ziggurat about the design and development of Slave Zero X, a side-scrolling brawler based on a third-person shooter from 1999.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode495.mp3 Music is by PROTODOME and can be bought on Steam here:https://store.steampowered.com/app/2683010/Slave_Zero_X_Soundtrack/1. The Iron General2. The Unfinished3. The Final DanceThe Sausage Factory 495 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Chris Black and Lee Brimmicombe-Wood of Absolutely Games about the design and development of Classified: France 44, a turned-based tactical RPG set in France just prior to D-Day.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode494.mp3 Music is by Ian Livingstone and can be heard via streaming services, such as Spotify:https://open.spotify.com/album/0nnnS6JJ1s42fmWZ5DvfIy1. Army of Shadows2. An Eight Round Clip of Thirty Aught Six3. The Pencil, the Artist, and the RifleThe Sausage Factory 494 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Adam Rotondo of AutoExec Games about the design and development of Timemelters, an action adventure game that combines temporal mechanics with tower defence. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode493.mp3 Music is by Michael F. April and the soundtrack to TimeMelters can be heard on Spotify here: https://open.spotify.com/track/3PYpclSmADJjVNvuEJbapm1. TimeMelters2. Time Ruin War3. Dark ThoughtsThe Sausage Factory 493 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews  Luke Thompson of Sigtrap Games about the design and development of Under Cover, a VR title that harks back to light gun games of the late 1990s. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode492.mp3 The Sausage Factory 492 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Luca Carbonera of CABO Studio about the design and development of Zero Sievert, a survival adventure game.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode491.mp3 Music is by kupfergruen and their soundcloud page can be found here:https://soundcloud.com/kupfergruenThe Sausage Factory 491 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews  Mariona Valls and Jordi Garcia of Mango Protocol about the design and development of CLeM, a comedy horror adventure game.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode490.mp3 Music featured is by Pau Damià Riera and the sound track can be purchased from here:https://store.steampowered.com/app/2794370/CLeM__Original_Soundtrack/1. Wisdom2. Intelligence3. LoyaltyThe Sausage Factory 490 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Francesco Mazza and Gabriele Gangemi of Kid Onion Studio about the design and development of River Tails: Stronger Together, a co-op puzzle game.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode489.mp3 Music is by Leonardo Mazzella and can be bought from here:https://store.steampowered.com/app/2717430/River_Tails_Stronger_Together__Original_Soundtrack/1. Let the Adventure Begin2. Deep, deep down3. It's a Hard Knock Beaver LifeThe Sausage Factory 489 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Kasson Crooker of Speed of Dark Studios about the design and development of Rocococo - Audiogame Fantastique, an audio-only spatial puzzle game.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode488.mp3 Music is by Symbion Project and the sound track is available from their Bandcamp site here:https://symbionproject.bandcamp.com/album/rocococo-audiogame-fantastique1. Little Queen 2. Mirror Mirror3. AntiphonThe Sausage Factory 488 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Vince McDonnell of Orc Chop Games about the design and development of Goblin Stone, a turn-based tactical combat RPG that has the player taking control of a party of goblins.   http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode487.mp3 The Sausage Factory 487 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Cameron Reid of Black Kite Games about the design and development of Acolyte of the Altar, a beautifully rendered deck-building, card-battling game.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode486.mp3 The Sausage Factory 486 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Matthew Raithel and Brad Austrin of Graphite Lab about the design and development of qomp2, an arcade puzzle game that is controlled using only two buttons.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode485.mp3 The Sausage Factory 485 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast

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Chris interviews David Sanchez and Joel Roset of NoName Studios about the design and development of Worldless, an action adventure that marries rhythm-action style combat with a minimalist graphic style.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode484.mp3

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Chris O'Regan interviews Mike Shistik of Chashu Entertainment about the design and development of Sands of Aura, a hack’n slash adventure game that looks like Diablo, but plays like Dark Souls.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode483.mp3 Music is by J.Eduardo Lopez and the sound track can be purchased from here: https://store.steampowered.com/app/2393300/Sands_of_Aura_Soundtrack/#:~:text=Sands%20of%20Aura%20will%20feature,score%20of%20a%20wounded%20world.1. Intro Cinematic2. The Carving Cavern3. Maveth, the Night PlagueThe Sausage Factory 483 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Stefan Senior and Corrin Wilson of Fruity Systems and asks them about how they created Space Salvage, a VR space bound game concerning the trials and tribulations of a salvage pilot and operator in the far flung future.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode482.mp3 Music is by Peter Fox and Sonny BaconThe Sausage Factory 482 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Adam Ferrando of WIZNWAR and asks them about how they created the shmup/pinball crossover game, XENOTILT: HOSTILE PINBALL ACTION.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode481.mp3 Music is by Charlie Heinrich aka ec2151 and their Bandcamp page is here: https://ec2151.bandcamp.com/music1. Main Menu2. Cyberdrake3. Hi-score TableThe Sausage Factory 481 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Fredrik Präntare and Julian Seifert-Olszewski of Pugstorm and asks about how they created their underground exploration survival game, Core Keeper.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode480.mp3 Music is by Jonathan Geer and can be heard on YouTube HERE1. Echo of the Past2. Exploring the Ruins3. Golden MeadowThe Sausage Factory 480 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Alex Clarke and Leigh Stewart of Stardust Collective and asks them about their space bound disaster aversion VR adventure game, Ziggy’s Cosmic Adventures.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode479.mp3 Music featured is by Octavio Rombolá, who's SoundCloud page can be found here:https://soundcloud.com/octavio-rombola1. Spaced Out Funk 2. Khione3. Credits ThemeYou can support Cane and Rinse and in return receive an often extended version of the podcast four weeks early, along with exclusive podcasts, if you subscribe to our Patreon for the minimum of $2 per month (+VAT). Do you have an opinion about a game we're covering that you'd like read on the podcast? Then venture over to our forum and check out the list of upcoming games we're covering. Whilst there you can join in the conversations with our friendly community in discussing all things relating to videogames, along with lots of other stuff too. Sound good? Then come and say hello at The Cane and Rinse forum

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Chris O'Regan interviews Vytautas Ruzgus, Project Manager at Sneakybox, and Jason Polansky, Producer from Atari to ask them how they created an homage to the arcade classic, Berzerk Recharged.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode478.mp3 Music is by Music by Megan McDuffee, Bandcamp page can be found here:https://meganmcduffee.bandcamp.com/The Sausage Factory 478 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Alex Jarocha-Ernst and Howard Tsao of Muse Games and asks about their gardening survival game, Wildmender.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode477.mp3 Music is by Andrés Soto and is available on Steam here:https://store.steampowered.com/app/2595510/Wildmender_Soundtrack/1. Prelude2. Spirit3. EndureThe Sausage Factory 477 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Brodie Duncanson and Dave Lockman of SMG Studio to asks about their team-based arcade puzzle game, Moving Out 2.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode476.mp3 Music is by Brad Gentle and can be bought from here:https://store.steampowered.com/app/2403460/Moving_Out_2__Soundtrack/ 1. Packin' It Up Again2. Mythic Moving Masness3. Retro Move MasterThe Sausage Factory 476 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Primož Vovk of Emberheart Games and asks them about the design and development of their fantasy boomer-shooter, Wizordum.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode475.mp3 Music is by Music by Tim Stoney, Mathieu Hallouin and Brent Houston and can be preordered from here:https://apogeemusic.bandcamp.com/album/wizordum-original-game-soundtrack1. Main Theme2. In-Game Music 13. In-Game Music 2The Sausage Factory 475 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Jacob Habgood and George Allan of Sumo Digital Academy and asks them about the design and development of the reimagining of Zool, in the form of Zool Redimensioned.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode474.mp3 The Sausage Factory 474 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Host Chris O'Regan interviews Hans Jacobs and Gianluca Sorrentino of Bolt Blaster Games and asks them about the design and development of their VR arcade shooter game, GAZZLERS.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode473.mp3 Music is by Andràs Barabàs and can be bought from here:https://store.steampowered.com/app/2582090/GAZZLERS__Soundtrack/1. Main Theme2. Crystal Salts (Turbo Edition)3. The Wonderful World of GAZZLERSThe Sausage Factory 473 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Jay Seree of Revolution Industry and asks them about the design and development of their sandbox cloud-surfing adventure game, Airship: Kingdoms Adrift.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode472.mp3 The Sausage Factory 472 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Stevie Andrea of 9FingerGames and asks them about the design and development of their bullet heaven, deck-building hybrid, Heretic’s Fork.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode471.mp3 Music is by Occams Laser and can be bought from here:https://store.steampowered.com/app/2556460/Heretics_Fork_Occams_Laser_Soundtrack/1. Limbo2. Purging of Sin3. The Just RulersThe Sausage Factory 471 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Host Chris O'Regan interviews Joost van Dongen of Galaxy Grove and asks them about the design and development of their train based puzzle game, Station to Station.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode470.mp3 Music is by Paul Aubry and can be bought from here:https://store.steampowered.com/app/2620620/Station_to_Station_Soundtrack/1. Station to Station Theme2. To The West3. To The EastThe Sausage Factory 470 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Host Chris O'Regan interviews Jochen Heizmann of Asylum Square and asks them about the design and development of their dexterity based platform adventure game, Tiny Thor.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode469.mp3 Music is by Chris Huelsbeck & Fabian Del Priore and can be bought from here:https://chrishuelsbeck.bandcamp.com/album/tiny-thor-soundtrack1. Intro2. Tinket Treetop Shop3. A New DirectionThe Sausage Factory 469 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Host Chris O'Regan interviews Steve Durán of Ogre Pixel and asks them about the design and development of their sticker book driven adventure game, A Tiny Sticker Tale.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode468.mp3 Music is by Majo Félix and is available from here: https://store.steampowered.com/app/2608980/A_Tiny_Sticker_Tale_Soundtrack/1. A Tiny Sticker Tale2. Desert Dreamscape3. Sleepy StardustThe Sausage Factory 468 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Host Chris O'Regan interviews Tony Gowland of Ant Workshop and asks them about the design and development of their golf sim dungeon crawling mash-up, Dungeon Golf.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode467.mp3 The Sausage Factory 467 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Host Chris O'Regan interviews D?vis Toliašvili of Estoty Riga and asks them about the design and development of their 4X adventure game, My Little Universe.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode466.mp3 Music featured is by Rudolfs Ilkens, the soundtrack to My Little Universe can be bought from here: https://store.steampowered.com/app/2571430/My_Little_Universe_Official_Soundtrack/1. My Little Universe2. Dragonora3. Journey ManThe Sausage Factory 466 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews David Dolynny of Subconscious Games and asks them about the design and development of their survival action adventure game, Cornucopia.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode465.mp3 Music featured is by Pontus Hultgren and the sound track can be bought from here:https://store.steampowered.com/app/2517280/Cornucopia_Soundtrack/1. Title Theme2. A Stroll Around Town3. Racing for the GoalThe Sausage Factory 465 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Matt Raithel of Graphite Lab and asks them about the design and development of their dexterity-based precise platform game, Mr Run and Jump.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode464.mp3 The Sausage Factory 464 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews David Dion-Paquet of Bishop Games and asks them about the design and development of their tower defence MOBA-like hybrid game, Towers of Thana.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode463.mp3 The Sausage Factory 463 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Ross Przybylski of D20Studios and asks them about the design and development of their roguelike tactical RPG, Abalon.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode462.mp3 The Sausage Factory 462 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Moritz Wagner of Mimimi Games and asks them about the design and development of their stealth strategy game, Shadow Gambit: The Cursed Crew.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode461.mp3 Music featured is by Filippo Beck Peccoz and the soundtrack to Shadow Gambit: The Cursed Crew can be bought from here:https://fbpsound.bandcamp.com/album/shadow-gambit-the-cursed-crew-original-game-soundtrack1. Main Theme2. Stranger Waves3. Sharpened the KnifeThe Sausage Factory 461 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Emma Johansson of Runaway Play and asks them about the design and development of their environmental adventure game, Flutter Away.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode460.mp3 Music featured is by Somatone Interactive and the soundtrack for Flutter Away can be bought from here: https://somatoneinteractive.bandcamp.com/album/flutter-vr-original-game-soundtrack1. Exploring the Forest2. Cloud Cover3. Day 5 - FlutterThe Sausage Factory 460 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Matteo Cerquone of JUMPSHIP and asks them about the design and development of their action adventure game, Somerville.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode459.mp3 Music featured is by Dominique Charpentier, the tracks featured in this episode are:1. Intro2. The Outside World3. ContemplationThe Sausage Factory 459 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Jeff Camozzi and Jacob Mann of Drattzy Games and asks them about the design and development of their SNES-inspired RPG, Alterium Shift.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode458.mp3 Music featured is by Jonathan Shaw and a sample of the OST can be heard here:https://soundcloud.com/jacob-mann/alterium-shift-summiton The Sausage Factory 458 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Michael Schade of ROCKFISH Games and asks them about the design and development of their space exploration RPG, Everspace 2.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode457.mp3 The Sausage Factory 457 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Dmitry Kachkov of Sobaka Studios and asks them about the design and development of their roguelike shoot’em arcade swarm attack game, REMEDIUM: Sentinels.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode456.mp3  

The Sausage Factory 456 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Noah Lone of SomeHumbleOnion and asks them about the design and development of their adventure game, Smushi Come Home

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode455.mp3  

Music featured is by Failpositive and the soundtrack for Smushi Come Home can be bought from here: https://failpositive.bandcamp.com/album/smushi-come-home-original-game-soundtrack-21. Smushi's Lullaby2. Glass Glade3. Credits The Sausage Factory 455 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Ryan Bousfield of Wolf and Wood Interactive and asks them about the design and development of their Squash/BreakOut hybrid, C-Smash VRS.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode454.mp3  

Music featured is by Ken Ishii (https://kenishii.bandcamp.com/) The Sausage Factory 454 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Adam Stjärnljus of Wishfully and asks them about the design and development of their narrative driven adventure game, Planet of Lana.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode453.mp3  

The Sausage Factory 453 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Maxime Chaize of Hot Chili Games and asks them about the design and development of their multi-tiered dexterity action game, Elypse.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode452.mp3  

Music featured is by Maxime Engel and can be listened to here:https://soundcloud.com/maxengelaudio/sets/elypse-official-soundtrack?utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing

  1. Intro2. Remontada3. Moonrise

The Sausage Factory 452 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Kim Valori and Juha Ylimäki of Muro Studios and asks them about the design and development of their dark fantasy based action adventure game, DOOMBLADE.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode451.mp3  

Music featured is by Brian Skeel and can be bought from here:https://store.steampowered.com/app/2380260/DOOMBLADE_Soundtrack/1. DOOMBLADE2. Chapel of Doom3. The Age of Doom and GloomThe Sausage Factory 451 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Matthew Martinez and T.J. Bertino of Hello Penguin Team and asks them about the design and development of their action adventure RPG, Vernal Edge.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode450.mp3  

Music is by PlusWPlus and can be bought from here:https://plusw.bandcamp.com/album/vernal-edge-original-soundtrack1. Title Screen2. Arbouretum (Action)3. Boss Theme The Sausage Factory 450 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Virgilio Solis and Emilio Monge of Sunna Entertainment and asks them about the design and development of their dexterity based platformer adventure game, Planet Cube Edge.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode449.mp3  

Music featured is by Cactus Bear and can be bought from here:https://store.steampowered.com/app/2299860/Planet_Cube_Edge__OST/1. Main Menu2. Ocean Vibes3. Reactor Wrecking Ruckus The Sausage Factory 449 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Kostas Zarifis and Chris Brooks of Rogue Sun and asks them about the design and development of their motion projection puzzle game, Tin Hearts

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode448.mp3  

Music featured is by Matthew Chastney and can be bought from here:https://store.steampowered.com/app/2438310/Tin_Hearts_Soundtrack/

  1. Tin Hearts2. Unravel3. Out of Time

The Sausage Factory 448 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews  George Degenkamp of Mighty Yell and asks them about the design and development of their VR dexterity based puzzle platform game, A Knight in the Attic.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode447.mp3  

The music for A Knight in the Attic is by Neil Quillen and can be bought from here:https://neilquillen.bandcamp.com/album/a-knight-in-the-attic1. A Land of Magic 2. Dancing Shadows3. Excalibur The Sausage Factory 447 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Maxime Philipp and Alexandre Arramon of Embers Games and asks them about the design and development of their parry based action adventure game, Strayed Lights.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode446.mp3  

Music featured is by Austin Wintory and can be bought from here:https://store.steampowered.com/app/2347160/Strayed_Lights_Soundtrack/1. Dualism2. A Gentle Touch3. Reborn The Sausage Factory 446 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Anthony Marinello of Katsu Entertainment and asks them about the design and development of their processed meat related shmup, Dogfight: A Sausage Bomber Story.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode445.mp3  

Music featured is by Dale North and the OST for Dogfight: A Sausage Bomber Story can be bought from here: https://dalenorth.bandcamp.com/album/dogfight-a-sausage-bomber-story-original-game-soundtrack1. Main Theme2. Ketchup Isles3. A Mega What? The Sausage Factory 445 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Antonio Iglesias of Kraken Empire and asks them about the design and development of their RTS skirmish game, Toy Tactics.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode444.mp3  

The Sausage Factory 444 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Dino Patti and Tadej Gregorcic, of Coherence and asks them about the design and development of their middleware multiplayer tool, Coherence.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode443.mp3 Music featured in this episode is drawn from Limbo and Inside, two games one of the guests had an active involvement in creating. The Limbo OST, as composed by Martin Stig Andersen, is available here: https://limbogame.bandcamp.com/album/limbo-original-videogame-soundtrack and the soundtrack to INSIDE is by SØS Gunver Ryberg and Martin Stig Andersen.1. Limbo - Menu2. INSIDE - Submarine3. Limbo - Gravity JumpThe Sausage Factory 443 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Alex Shephard of pixelCast Games and asks them about the design and development of their action puzzle platformer, GunnRunner.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode442.mp3 Music featured is by DimWiddy and the soundtrack for GunnRunner can be bought from here: https://dimwiddy.bandcamp.com/album/gunnrunner-ost1. Plant Your Flag2. Coasting3. Chasing the SummitThe Sausage Factory 442 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Joel Mason, Mikey Bastiaens and Alex Ritchie of Black Salt Games and asks them about the design and development of ocean bound action adventure game, DREDGE.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode441.mp3 Music is by David Mason and can be bought from here: https://store.steampowered.com/app/2198580/DREDGE__Original_Soundtrack/1. Main theme2. The Hunter3. The Brave TravellerThe Sausage Factory 441 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Dylan Gedig of Red Nexus Games and asks them about the design and development of their dexterity-based puzzle/action-adventure hybrid, Peglin.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode440.mp3 Music is by Crashtroid and the OST can be bought from here:https://crashtroid.bandcamp.com/album/peglin-original-soundtrack1. Peglin2. Fighting Slime-Mole Tenaciously 3. Thesaurosus, Scourge of RadiaThe Sausage Factory 440 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Steve Hollis of Noisy Head Games and asks them about the design and development of their twin-stick shooter action adventure game, Beyond the Long Nighthttp://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode439.mp3 Music featured is by Steve Hollis and mastered by Ross Stack. The tracks can be bought from here: https://store.steampowered.com/app/2350600/Beyond_the_Long_Night_Original_Soundtrack/1. Main Theme2. Keep the Dream Alive3. Once More into the NightThe Sausage Factory 439 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Max Nielsen of Grenaa Games and asks them about the design and development of their fairytale inspired city builder, Fabledom.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode438.mp3 The Sausage Factory 438 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Ryan Bousfield of Wolf & Wood and asks them about the design and development of their warehouse bound adventure game, The Last Worker.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode437.mp3 Music featured is by Oliver Kraus and can be bought from here:https://store.steampowered.com/app/2351000/The_Last_Worker_Soundtrack/1. Kurt2. Hoverbird3. The FarmThe Sausage Factory 437 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Chris Weisiger of TMA Games and asks them about the design and development of their ocean warship arcade adventure game, Waves of Steel.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode436.mp3 Music is by Mike Dale and can be bought from here:https://store.steampowered.com/app/1613200/Waves_of_Steel_Soundtrack/1. Song of Courage2. The Drafting Table3. Malice StrikerThe Sausage Factory 436 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Benjamin Liar of Dr Bloc and asks them about the design and development of their VR dexterity based platformer, STRAYLIGHT. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode435.mp3 Music is by Rob Kovacs and can be bought from here:https://robkovacs.bandcamp.com/album/straylight-original-game-soundtrack1. STRAYLIGHT2. Devil Star3. The EndThe Sausage Factory 435 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews David Cicurel of Game Source Studios and asks them about the design and development of their card driven action RPG, Mahokenshi.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode434.mp3 Music featured is by Eric Berenguer, Vincent Sergent, and Louis Fabre and can be bought from here: https://store.steampowered.com/app/2288800/Mahokenshi_Soundtrack/1. Mahokenshi2. Tracking the Cult3. Peace RestoredThe Sausage Factory 434 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Alberto Belli of Gamera Interactive and asks them about the design and development of their multi-layered RPG, Alaloth: Champions of the Four Kingdoms.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode433.mp3 Music is by Edoardo Gigante and can be bought from here:https://store.steampowered.com/app/2068920/Alaloth_Champions_of_The_Four_Kingdoms__Original_Soundtrack/1. Honor and Respect2. No Peace Again3. Cold that WarmsThe Sausage Factory 433 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Patrick McAvena of Moving Pieces Interactive and asks them about the design and development of their co-op third person action adventure Rogue lite game, Shoulders of Giants.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode432.mp3 Music featured is by Floex and can be bought from here: https://store.floex.cz/album/shoulders-of-giants-original-game-soundtrack1. Hub World2. Crystal World3. Miyazaki ForestThe Sausage Factory 432 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Enrique Dryere of Triple B Titles and asks them about the design and development of their poker driven adventure game, Aces & Adventures.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode431.mp3 Music featured is by Gabriel Lefkowitz and can be bought from here:https://greenforgestudio.bandcamp.com/album/aces-adventures-original-soundtrack1. Main Theme2. Tension3. Dark MireThe Sausage Factory 431 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews David Evans of Festive Vector and asks them about the design and development of their chill out ocean bound adventure game, Sail Forth.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode430.mp3 Music featured is by Andrew Nack (https://soundcloud.com/yuxxie)The Sausage Factory 430 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Bennet Tyler and Nick Masercola of Bomb Shelter games and asks them about the design and development of their submarine based metroidvania exploration game, Depths of Sanity.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode429.mp3 Music featured is by Kevin KozikThe Sausage Factory 429 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Jamie Boylan of Big Blue Bubble games and asks him about the design and development of their deck-building roguelike heavy metal-themed action adventure, Power Chord.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode428.mp3 The Sausage Factory 428 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan interviews Thomas Keane of Godolphin Games and asks him about the design and development of their voice-controlled adventure game, Unknown Number: A First Person Talker.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode427.mp3 The Sausage Factory 427 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Kevin Sardà of Super Awesome Hyper Dimensional Mega Team and asks him about the design and development of their action adventure/shmup hybrid, The Knight Witch.   http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode426.mp3 Music featured is by Damian Sanchez and can be bought from here:https://damiansanchez.bandcamp.com/album/the-knight-witch-original-game-soundtrack1. Hall of Giants2. Underlake3. The Knight Witch TalesThe Sausage Factory 426 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris interviews Matthew Hamilton of Labrador Studios and asks him about the design and development of their turn based tactical RPG, Live by the Sword: Tactics.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode425.mp3 The Sausage Factory 425 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Dan Bernardo of Dreamnauts Studios about the design and development of their real time tactical combat hybrid action adventure game, Grid Force: Mask of the Goddess.Having the player make split-second decisions when normally they can take their time leads to some interesting design decisions.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode424.mp3 Music is by Dreamnauts Studios and is available from here:https://store.steampowered.com/app/2090090/Grid_Force__Mask_of_the_Goddess_Soundtrack/1. The Shores2. Deep in the Forest3. Fight (and Die)The Sausage Factory 424 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to René Habermann of Bippinbits about the design and development of their 'push your luck' arcade adventure roguelike, Dome Keeper. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode423.mp3 Music featured is by Cameron Paxton and can be bought from here:https://cameronpaxton.bandcamp.com/album/dome-keeper-vol-1-the-engineer-original-soundtrack1. Lost in the Mines2. Deeper and Deeper3. Jetpack RequiemThe Sausage Factory 423 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to John Warner of Over the Moon Games about the design and development of satirical action adventure game, The Last Hero of Nostalgaia.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode422.mp3 Music is by A Shell in the Pit and can be bought from here: https://ashellinthepit.bandcamp.com/album/the-last-hero-of-nostalgaia1. The Spirit of Heroism2. Arena3. CreditsThe Sausage Factory 304 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Ben Outram of Squingle Studios about the design and development of their VR-based spatial puzzle game, Squingle.It comes as no surprise that puzzle games are so well suited to virtual reality.http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode421.mp3 Music featured is by Cai Jones and the soundtrack can be purchased from here:https://caijonesaudio.bandcamp.com/releases1. Birth2. Life3. FormThe Sausage Factory 421 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Henry Driver about the design and development of their educational adventure game, Secrets of Soil.Do you really know what's going on in the ground that you tread on?http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode420.mp3 The Sausage Factory 420 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Matt Mayer and Brent Calhoun of Hiding Spot Games about the design and development of their story branching narrative driven adventure game, Beacon Pines.Ever wondered what could have been if you turned left instead of right? http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode419.mp3 Music featured is by Matt Mayer and can be bought from here:https://mattmeyer.bandcamp.com/album/beacon-pines1. Welcome to Beacon Pines2. Everything's Fine3. EpilogueThe Sausage Factory 419 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Jeroen Janssen of Happy Volcano about the design and development of their dexterity based puzzle game, You Suck at Parking.Puzzle games have to be transparent if the player has any hope of being successful at them. Right?http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode418.mp3 Music is by muuutsch and is available here:https://store.steampowered.com/app/2233280/You_Suck_at_Parking_Soundtrack/1. Fast and Frosty2. Burn Baby3. You Suck at ParkingThe Sausage Factory 418 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to  Félix Blanchette Lamarche of BKOM Studios about the design and development of their point and click turn based strategy smash up, Sunday Gold.Could turn-based combat and point and click be a match made in heaven?http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode417.mp3 The Sausage Factory 417 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Jordan Morris of Mister Morris Games about the design and development of their turn action adventure game, Haiku, the Robot.

You know what to do, but can you do it?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode416.mp3  

The Sausage Factory 416 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Michael Long of Foolish Mortals about the design and development of their turn based strategy game, Kaiju Wars.

It's not so much how you launch a counter offensive, but when.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode415.mp3  

Music featured is by kent Weiler and can be purchased here:https://store.steampowered.com/app/1981430/Kaiju_Wars_Soundtrack/1. Kaiju Wars Theme2. Winged Terror 3. New Shark City The Sausage Factory 415 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to return guest Mike Daw of Infinite State Games about the design and development of their VR take on Rogue Aces arcade shoot’em up.

Doing a strafing run in a small fighter craft is not easy...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode414.mp3  

The Sausage Factory 414 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Maurice Alain of Tiny Roar about the design and development of their third-person puzzle action adventure game XEL.

Time is relative, and it is also a tool with which you can save the world...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode413.mp3  

Music is by Gidon Wolff and can be bought from here:https://store.steampowered.com/app/1954740/XEL_Soundtrack/ 1. Arrival 2. The Wilds

  1. Blood Sweat Tears and Hope   The Sausage Factory 413 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to  Maurice Alain of Tiny Roar about the design and development of their 3rd person puzzle action adventure game XEL.

Time is relative, and it is also a tool with which you can save the world...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode413.mp3  

Music is by Gidon Wolff and can be bought from here:https://store.steampowered.com/app/1954740/XEL_Soundtrack/1. Arrival 2. The Wilds3. Blood Sweat Tears and Hope The Sausage Factory 413 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Sandra Fagerli and Jacob Lynggard Olsen of Triheart Studio, about the design and development of their mini golf puzzle game, Golfie, which is published by The Yogscast.

Another long walk ruined by not getting the ball through the little windmill...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode412.mp3  

The Sausage Factory 412 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Roberto Bendinelli of Strobetano, about the design and development of their puzzle driving game, Neodori Forever, which is published by Crescent Moon Games

When is a racing game actually a puzzle game?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode411.mp3  

Music featured is by Strobetano 1. Main Theme2. Neurobeat3. Areostatik The Sausage Factory 411 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats with Tomas Rawlings of Auroch Digital about the design and development of their digital transformation of the tactical board game,  OGRE. 

You can't really outflank something that can attack from all sides!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode410.mp3  

Music featured is by Tom Smith and can be bought from here:https://store.steampowered.com/app/677090/Ogre__Deluxe_Official_Soundtrack/1. Rocking the Steel2. I Hate Waiting3. Front Assault The Sausage Factory 410 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats with Tomas Rawlings of Auroch Digital about the design and development of their digital transformation of the tactical board game,  OGRE. 

You can't really outflank something that can attack from all sides!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode410.mp3  

Music featured is by Tom Smith and can be bought from here:https://store.steampowered.com/app/677090/Ogre__Deluxe_Official_Soundtrack/ 1. Rocking the Steel2. I Hate Waiting3. Front Assault The Sausage Factory 410 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to  Philip Bak of Niine Games, about the design and development of their arcade twin stick shooter, Bezier.

It's not that often a boss creature in a game taunts you and then runs off to continue the fight another time...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode409.mp3  

Music is by Phlip Bak and can be bought from here: https://store.steampowered.com/app/456560/Bezier__Original_Soundtrack/1. Deceives And Is Deceived2. I Know She Lies3. Forth From The War EmergingThe Sausage Factory 409 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Felix Bohatsch of Broken Rules about the design and development of their infinite runner adventure game, Gibbon: Beyond the Trees.

It's the flow of movement and the need to maintain it is what brings you back.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode408.mp3  

Music featured is by scntfc and can by bought from here:https://scntfc.bandcamp.com/album/gibbon-beyond-the-trees1. New Dawn2. Endangered3. Liberation The Sausage Factory 408 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Felix Bohatsch of Broken Rules about the design and development of their infinite runner adventure game, Gibbon: Beyond the Trees.

It's the flow of movement and the need to maintain it is what brings you back.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode408.mp3  

Music featured is by scntfc and can by bought from here:https://scntfc.bandcamp.com/album/gibbon-beyond-the-trees1. New Dawn2. Endangered3. Liberation The Sausage Factory 408 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Nathan Buckley, Peet Cooper, and Anthony Enright of Creature Cauldron about the design and development of their action rogue lite, Spirit Hunters: Infinite Horde

Where is that shopkeeper when you need them?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode407.mp3  

The Sausage Factory 407 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Paris Joachim-Farrow of The Bworg about the design and development of their puzzle platformer, TEN - Ten Rooms, Ten Seconds

Just one more go, I can do this, I really can...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode406.mp3  

Music featured is by dBXY Collective and can be bought from here:https://dbxy.bandcamp.com/album/ten-o-st  1. The Daily Grind2. Breathe Easy3. Ten Rooms, Ten Seconds The Sausage Factory 406 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to David Hulegaard of Versus Evil and about the trials and tribulations of being a publisher for games created by small teams of people, i.e. indies.

Sometimes it's better to let someone else take control for a while...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode405.mp3  

Music featured is taken from a variety of Versus Evil published games:1. Farms - Yaga2. Hand Gliding - Hitch Hiker3. The Siege of Mursiyah - The Hand of Merlin The Sausage Factory 405 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Robert Sajko of Room C Games and about the design and development of their turn based tactical RPG roguelike, The Hand of Merlin.

'No plan survives contact with the enemy.', never a more appropriate phrase when it comes to tactical RPGs...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode404.mp3  

Music featured is by Old Sorcery and can be bought from here:https://store.steampowered.com/app/1607830/The_Hand_of_Merlin_Soundtrack/1. The Hand of Merlin Main Theme2. Blood in the Snow3. The Endless DreadnoughtThe Sausage Factory 404 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Kristofer Eng of Elias Software about the design and development of their dynamic music creation middleware application, Elias 4.

Wait, was that a key change?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode403.mp3  

Music featured is by Kristofer Eng1. Eden - Mutant Year Zero2. The Ark - Our Home - Mutant Year Zero3. It Takes 2 Theme The Sausage Factory 403 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Arnaud de Bock and Nicolai Troshinsky of Nerial about the design and development of their sleight of hand action adventure game, Card Shark.

The key is to watch the cards, not the hands.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode402.mp3  

Music featured is by Andrea Boccadoro and the sound track can be bought from here:https://store.steampowered.com/app/2013500/Card_Shark_Soundtrack/1. Prelude2. Ambush3. Limbo The Sausage Factory 402 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to  Per Fornander of Carry Castle about the design and development of their action adventure roguelike, The Source of Madness

It is often said that repeating something and expecting a different result is the definition of madness. If that is so, how do rogue-likes work then?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode401.mp3  

Music is by Aleksandria Migova and can be bought from here: https://store.steampowered.com/app/1773520/Source_of_Madness_Soundtrack/

  1. Main Theme2. Forest of Lies3. Dungeon of Forgotten

The Sausage Factory 401 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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After 9 years of releasing a weekly podcast featuring interviews of developers of video games of all shapes and sizes, it's now time to look inward to see how The Sausage Factory is made…

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode400.mp3  

Music is taken from Forced (the game featured in the first episode), The Banner Saga 3 (from episode 200), and The Source of Madness (from Episode 401)1. Morituri te Salutant - Theme of FORCED2. The true hero comes reluctantly - Banner Saga 33. Dungeon of Forgotten - The Source of Madness The Sausage Factory 400 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Johannes Gäbler about the design and development of their event management simulator, Festival Tycoon.

Ever wonder why the toilets at a music festival are placed so far away from everything else? Well play this game and you'll find out why...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode399.mp3  

All of the music in Festival Tycoon has been written, composed, arranged, and performed by Johannes Gäbler. There are 5 genres of music in Festival Tycoon, 3 of which are included in this episode of The Sausage Factory:1. Metal2. EDM3. Folk The Sausage Factory 399 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Robert Wahby and Lucas Dieguez of Sky Machine Studios about the design and development of their stealth action game, Winter Ember.

The art of not being seen while doing something meaningful is no mean feat it seems...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode398.mp3  

Music featured is by Alessio Ruscelli andis available from Steam here: https://store.steampowered.com/app/1960580/Winter_Ember_Soundtrack/ 1. Winter Ember2. Iron Horse3. Credits The Sausage Factory 398 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Tom Hegarty of Roll7 Games about the design and development of their dexterity based scrolling platformer, OlliOlli World.

It's not so much about where you are, but where you are going.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode397.mp3  

Music featured is by a variety of artists and is accessible via Spotify here:https://open.spotify.com/playlist/7kiOwBFdQds0mWZhMhy142 1. Velours by Anomalie 2. Not So Much by Nikitch3. Returning the Flavour by Potatohead PeopleThe Sausage Factory 304 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Zoran Stanic of Maxim Games about the design and development of their high level strategy game, Klotzen! Panzer Battles.

Logistics. It's always logistics...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode396.mp3  

The Sausage Factory 396 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to David Grund of Wayward Prophet about the design and development of their action adventure game, A Story Beside.

What about those shopkeepers in RPGs? What do they get up to while adventurers save the world?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode395.mp3  

Music featured is by Bonix Music and can be found heer:https://bonixmusic.com/home 1. A Village Sunrise2. Warm by the Fire3. Credits Medley

The Sausage Factory 395 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Sam Barham of Balancing Monkey Games about the design and development of their settlement building adventure game, Before We Leave.

Play this game, you'll have a whale of a time.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode394.mp3  

Music featured is by Benedict Nichols and can be bought from here:https://www.benedictnichols.com/before-we-leave 1. Sunrise2. To New Adventures3. Another Day The Sausage Factory 394 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Kathy Kimport and Susan Schaffer of Tursiops Truncatus Studios about the design and development of their lefty righty schmup, The Day we Fought Space!

This is not the first time this podcast has featured a game that exploits control methods via a touch screen, and it won't be the last.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode393.mp3  

The Sausage Factory 393 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Stuart Martin, Rob Madden, Phoebe Anderson and Phil Barrowclough from Hyper Luminal Games about the design and development of their educational business building sim, Venture Valley.

Educational games are difficult to make, especially when they are trying to describe a very complex topic like the creation of small enterprises.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode392.mp3  

The Sausage Factory 392 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Michal Obloj from Moonlit Games about the design and development of their model building sim, Model Builder.  

All the gear, none of the faff!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode391.mp3  

The Sausage Factory 391 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to returning guest Joe Mirabello from Terrible Posture Games about the design and development of their FPS gun morphing game, Mothergunship: Forge.

A shooting gallery where the guns are more like Lego sets...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode390.mp3  

Music featured is by Mike Mirabello and the soundtrack can be bought from here: https://store.epicgames.com/en-US/p/mothergunship--ost1. Main Menu2. We Need Intell About Intell About Getting Intell3. He's Just Some Dude Who Found a Cool Hat The Sausage Factory 390 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Dan Mayer and Patrick Rau of Mad About Pandas about the design and development of their reality distorting adventure game, Hitchhiker.

When a tree falls in a forest, does a raindrop fall upwards? These questions and more will be raised in this episode.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode389.mp3  

The Sausage Factory 389 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Benjamin Russell about the design and development of their dexterity based puzzle adventure game, Mourning Star.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode388.mp3  

The Sausage Factory 388 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Max Samarin of Improx Games about the design and development of their puzzle action adventure game, The Last Cube.

Lateral thinking is a topic that is often covered in this podcast, and for good reason...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode387.mp3  

Music featured is by Tuomo Tanila and Max Samarin and can be bought from here: https://store.steampowered.com/app/1878790/The_Last_Cube_Original_Soundtrack/1. The Path's Beginning2. Lost Cemetery3. Reflections of the Past The Sausage Factory 387 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Hendrik Hollenborg of VestGames about the design and development of their social deduction action adventure game, Eville. 

For the last time, I-am-not-a-Cylon/Werewolf/Servant of Morgana/Imposter!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode386.mp3  

Music featured is by Alberto Sueri and Johnny Moutzouris (https://www.motifmusicproduction.com/)1. Main Theme2. A Touch of Mystery3. Night Lurkers The Sausage Factory 386 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to James Paterson of Hyper Productions about the design and development of their lefty-righty shoot’em up, Hyper-5

It's not so much about what you have escaped, but more about what is about to collide with you...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode384.mp3  

Music featured is by Hyper Productions and can be bought from here:https://store.steampowered.com/app/1830010/Hyper5_Soundtrack/ 1. Main Theme2. Undersea3. The Machine The Sausage Factory 384 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Greg Dziemidowicz of MarineVerse about the design and development of their sailing simulator, MarineVerse Cup.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode383.mp3  

The Sausage Factory 383 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Charles Moore of Sword & Axe about the design and development of their tactical RPG, Dark Deity.

This game takes the phrase 'my word is my bond' to a new level.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode382.mp3  

Music featured is by  Sam Huss and Andy Han and can be bought from here:https://store.steampowered.com/app/1649220/Dark_Deity_Soundtrack/ 1. Revenant Theme2. Out of the Pan3. When all is Said and DoneThe Sausage Factory 382 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Rob and John Donkin of Bad Viking about the design and development of their plant based mystery adventure game, Strange Horticulture.

Who knew that Gardeners' Question Time would become a videogame genre? 

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode381.mp3  

Music featured is by Dane Forrest Obuchowski and can be bought from here: https://www.neosounds.com/royalty-free-music/songs/14218/introspection-lynnemusic 1. In the Night2. Introspection3. The End of All Things

The Sausage Factory 381 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to  Ed Orman of Uppercut Games about the design and development of their adventure game, Submerged: Hidden Depths. 

Not all adventures are fraught with danger. Submerged: Hidden Depths bills itself as a "non-combat third-person “relaxploration” adventure, set in the sunken ruins of a beautiful world".

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode380.mp3  

Music featured is by Jeff Van Dyck and can be bought from here:https://distrokid.com/hyperfollow/jeffvandyck/submerged--hidden-depths-original-soundtrack 1. Hidden Depths2. A New Home3. Isolation The Sausage Factory 380 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Jaroslav Meloun of Rendlike about the design and development of their action adventure game, FixFox.   

Not all games have to be about harming something, they can also be about building and fixing things too.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode379.mp3  

The Sausage Factory 379 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Scott Kiraly and Kevin Wienecke of WIMO Games about the design and development of their RPG dungeon crawler, RPG Dice: Heroes of Whitestone.

Mobile phone games have come a long way since Threes...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode378.mp3  

The Sausage Factory 378 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Christian Laumark of Northplay about the design and development of their action adventure game, Headland.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode377.mp3  

The Sausage Factory 377 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Dan Phillips of Enno Games about the design and development of their tower defence RTS hybrid game, Sky Fleet. 

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode376.mp3  

The Sausage Factory 376 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Arcade Berg of Neon Giant about the design and development of their action adventure RPG, The Ascent.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode375.mp3  

Music is by Pawel Blaszczak and can be bought from here: https://store.steampowered.com/app/1702920/The_Ascent_Soundtrack/ 1. Welcome Home2. Everything has a Price3.  Hidden Gem The Sausage Factory 375 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Pawel Nitta of Carbon Studio about the design and development their VR action adventure game, Warhammer Age of Sigmar: Tempestfall

Close and personal hack 'n' slash action adventure; it's quite a spectacle.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode374.mp3  

Music featured is by Carbon Studio 1. Camp R22. Glittering March3. Prologue The Sausage Factory 374 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Rasmus Jensen of Bolverk Games about the design and development of their third person action adventure puzzle platformer, Glyph.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode373.mp3  

Music is by Frederik Keglberg and can be bought from here: https://store.steampowered.com/app/1708500/Glyph_Soundtrack/ 1. Upright Squares2. Gliding Circles3. A Million Tris The Sausage Factory 373 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to James Parker of Ground Shatter about the design and development of their turn based tactical melee combat game, Fights in Tight Spaces.

This is what it looks like when combat is slowed down to a crawl...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode372.mp3  

Music is by nervous_testpilot and the OST can be bought from here: https://nervoustestpilot.co.uk/album/fights-in-tight-spaces-original-soundtrack1. Heavy2. Warrior's Journey3. DeftThe Sausage Factory 372 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Zachary Soares and Luciana Nascimento of Bunnyhug Games about the design and development of their fishing focused action adventure game, Moonglow Bay.

Finally, a fishing game that doesn't need a custom controller to be awesome!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode371.mp3  

Music is by Lena Raine and the OST can be bought from here:https://radicaldreamland.bandcamp.com/album/moonglow-bay-original-soundtrack1. Welcome to Moonglow Bay2. Goto Tech3. With Us Forever The Sausage Factory 371 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Anahit Fernández and Rodrigo Fernández of Navegante Entertainment about the design and development of their multi-character puzzle platformer action game, Greak: Memories of Azur.

The bond between siblings can be a complex one...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode370.mp3  

The Sausage Factory 370 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Michiel Kroder and Johannes Nichell of HitP Studio about the design and development of their lefty-righty shoot’em up, Schildmaid MX.

Most games have you dodging bullets, not collecting them!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode369.mp3  

Music is by Mudprints Music and can be bought from here:https://mudprintsmusic.bandcamp.com/album/schildmaid-mx-original-soundtrack 1. Title Theme2. Expendable Blockade3. Game Over Theme The Sausage Factory 369 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Tom-Ivar Arntzen of Tinimations about the design and development of their rhythm action arcade adventure, Klang 2

To move in Klang 2, one must do so in sympathy to the music. This could be a metaphor for life.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode367.mp3  

Music featured is by bLiNd and can be bought from here:https://blindhandicap.bandcamp.com/album/klang-original-soundtrack 1. Ether Real2. Fenrir3. Shaman The Sausage Factory 367 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Mike Rouse of Antstream about the creation of their videogame streaming service, Antstream Arcade

If there is a service that offers a path of least resistance between you and the game you want to play, wouldn't you want to know more about it?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode366.mp3  

The Sausage Factory 366 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to  Will Hellwarth, Graham Parkes, and Oliver Lewin of GoodbyeWorld Games about the design and development of their blinking driven adventure game, Before Your Eyes.

"Blink and you'll miss it" is a commonly used phrase for sure, but never more pertinent than for this episode.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode365.mp3  

Music featured is by Oliver Lewin and can be bought from here: https://store.steampowered.com/app/1762140/Before_Your_Eyes__Soundtrack_and_Artbook/   1. Bay2. The Ferryman's Search3. The Gatekeeper's Domain The Sausage Factory 365 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Jack Bennet of Odd Bug Studio about the design and development of their combat orientated, rat filled action adventure game, Tails of Iron.

Never before has so much aggression been meted out to so many frogs.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode364.mp3  

Music featured is by Francesco Ameglio and is available here: https://store.steampowered.com/app/1792940/Tails_of_Iron_Soundtrack/1. The Trial Ground2. Shopping3. Jay's Cassette The Sausage Factory 364 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Dominik Schön of kaleidoscube about the design and development of their puppet themed, narrative driven action adventure, A Juggler’s Tale.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode363.mp3  

Music featured is by Jordan Toms (http://www.jordan-toms.de/) and the tracks featured in this episode are listed below:  1. Main Theme2. Run3. Credits The Sausage Factory 363 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Benedict Lee of Reckoner Industries about the design and development of their puzzle driven, Midi stack inspired adventure game, The Signal State.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode362.mp3  

The Sausage Factory 362 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Andreas Heldt of Dustwind Studios about the design and development of their tactical combat action adventure game, Dustwind - The Last Resort.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode361.mp3  

Music featured is by Sven Gerlach - http://www.svengerlach.de/ 1. Dustwind Main Theme The Sausage Factory 361 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Paul Schnepf of Grizzly Games about the design and development of their city building chill out game that is Islanders.

Making a relaxing videogame harder than you might think.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode360.mp3  

The Sausage Factory 360 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Ian Beckman of Big Sir Games about the design and development of their multi-task space station, come convenience store management game, Cosmo’s Quickstop.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode359.mp3  

The Sausage Factory 359 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Dave Evans of Falling Squirrel about the design and development of their audio only action adventure game, The Vale: Shadow of the Crown.

There are times when the visual splendor of a videogame can overwhelm the player, but what can happen when there aren't any visuals whatsoever?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode358.mp3  

Music is by Tom Mullins, more details about his work can be found here: https://www.tommullins.work/ and Bonnie Grace - https://www.epidemicsound.com/artists/bonnie-grace/

  1. Alex's Theme by Tom Mullins2. The Norman Kings by Bonnie Grace3. The Vale Theme by Tom Mullins

The Sausage Factory 358 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris chats to Gonçalo Monteiro of  Massive Galaxy Studios about the design and development of their deck-building interstellar exploration game, For The Warp Hoping that one card you acquired in the last round that will turn things in your favour is they key to fun in a deck-builder.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode357.mp3  

Music is by Martyn Stonehouse and can be bought from here:    https://martynstonehouse.bandcamp.com/album/for-the-warp-original-soundtrack 1. For the Warp Theme2. Warp Ride3. One Last Warp The Sausage Factory 357 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Jori Ryan of CreatorCrate Games about their procedurally generated object focused puzzle platform game, CreatorCrate. 

Matter, it really matters. That's pretty much the theme of this game. That and flinging cupboards at security guards.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode356.mp3  

Music featured in this episode from CreatorCrate is by Viktros, whose work can be found here: https://soundcloud.com/viktros The Sausage Factory 356 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Ryan Woodward and Shandiin Woodward of Subliminal Gaming about the design and development of their multi-tiered adventure game, Button City.   

Growing up is hard, and when you're a new kid in town it's even tougher... unless that town is Button City!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode355.mp3  

The Sausage Factory 355 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to  Dave Levy of One Hamsa about the design and development of their VR future sports sim, Racket:NX.   

VR games don't tend to let things happen behind and above the player, one has to wonder why...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode354.mp3  

Music featured is by a variety artists and the OST can acquired by subscribing to the mailing list here: https://www.racketnx.com/ 1. Hit the Spin V2 by Electrypnose 2. Spacey IDM - Mr Bill3. Game Over Space Theme - Egozot The Sausage Factory 354 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Max Rea of Black Matter about the design and development of their WWII soldier sim, Hell Let Loose. 

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode353.mp3  

The Sausage Factory 353 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to David Wallin of White Noise Games about the design and development of their VR based RTS game, Eternal Starlight VR

Ever wondered what it would be like to play an RTS by picking up the units rather than just pointing at where they should go? Well wonder no more!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode352.mp3  

The Sausage Factory 352 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Nate Austin of Worldwalker Games about the design and development of their narrative driven turn based combat RPG, Wildermyth.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode351.mp3  

Music featured is by Candy Emberley and can be listened to here: https://soundcloud.com/wildermyth and the OST will be released here: https://candyemberley.bandcamp.com/   1. Black Castle Ruins2. Comics Traveling3. Something in the Woods

The Sausage Factory 351 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to David Hawkins and Mike Hood of Jimjams Games, Michael Herrera and Scott Adams of Clopas, and Chris Skaggs of Soma Games about the joys of text adventures and interactive fiction games, including Adventureland XL, Eye of Borrack,and Lost Legends of Redwall: Escape the Gloomer.

After 350 episodes we thought it fitting to have a special on a genre that has not been covered on The Sausage Factory up to now: the text adventure.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode350.mp3  

The Sausage Factory 350 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Casey Lucas-Quaid and Robert Curry of Dinosaur Polo Club about the design and development of their infrastructure building puzzle game, Mini Motorways.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode349.mp3  

The Sausage Factory 349 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Daniel Helbig of Megagon Industries about the design and development of their downhill mountain biking sim, Lonely Mountains: Downhill.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode348.mp3  

Music from Lonely Mountains Downhill is by Syndrone, the soundtrack can be bought from here: https://store.steampowered.com/app/1399610/Lonely_Mountains_Downhill__Soundtrack/?curator_clanid=30570088 1. Graterhorn2. Sierra Rivera3. Eldfjall The Sausage Factory 348 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Brian Cullen of Fluxscopic Limited about the design and development of their environment driven action adventure game Mayhem in Single Valley.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode347.mp3  

Music featured is from Mayhem in Single Valley Soundtrack, composed by game creator, Brian Cullen. It can be bought from here: https://store.steampowered.com/app/1567130/Mayhem_in_Single_Valley_Soundtrack/

  1. Jack's Journey2. Facing the Void3. Church Escape

The Sausage Factory 347 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Gabriel Rosa of Robi Studios about the design and development of their dexterity based action adventure game Blue Fire.

Understanding the limits of the character that you control is explored in this action adventure.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode346.mp3  

Music featured is by Ariel Contreras-Esquivel and can be bought from here: https://arielcontrerasesquivel.bandcamp.com/album/blue-fire-original-game-soundtrack 1. The Fallen Kingdom2. River of Fire3. Fallen Gods The Sausage Factory 346 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to returning guest Bohdon Sayre of Flight School Studio about the design and development of their non violent action adventure game, Stonefly.   

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode345.mp3  

Music from Stonefly is by Natureboy Flako and can be bought from here:   https://natureboyflako.bandcamp.com/album/stonefly-original-game-soundtrack 1. Valley of the Birds2. New Infinity3. Entering the Unknown The Sausage Factory 345 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to  Chris and Nicholas Bischoff of Brotherhood Games about the design and development of their post-apocalyptic alternate reality adventure game, Beautiful Desolation.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode344.mp3  

Music from Beautiful Desolation is by Mick Gordon, who also scored DOOM, Prey, and Wolfenstien and can be bought from here:   https://store.steampowered.com/app/1238290/BEAUTIFUL_DESOLATION_Soundtrack/   1. Arrival2. Mystery3. Human The Sausage Factory 344 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Stefan Bachmann of Robotality about the design and development of their turn-based tactical adventure game, Pathway.

Timing is everything when it comes to tactical turn-based games, but giving the player the ability to recover from a mistake is what makes this one stand out.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode343.mp3  

Music featured is by Gavin Harrison and the OST can be bought from here: https://gavinharrisonsounds.bandcamp.com/album/pathway-original-soundtrack 1. Pathway Theme2. Camel Fever3. An Oasis The Sausage Factory 343 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Jamie Smith of Sumo Digital about the design and development of their team based heist action adventure game, Hood: Outlaws & Legends. 

"You had one job!": An utterance heard by many when playing a team-based game and this is no exception. The trick is of course to make that one job interesting...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode342.mp3  

Music from Hood: Outlaws and Legends composed by Rich McCoull at The East Wing Studios, featuring Vocals by Paige Temperley.   https://soundcloud.com/rich-mccoull-543012799/ghost-of-the-forest-hood-trailer   1. Ghost of the Forest The Sausage Factory 342 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to James Closs of Bitbull about the design and development of their arcade scrolling shoot’em up Jetboard Joust.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode341.mp3  

Music featured is by Bitbull 1. Theme2. Tension3. Spooky Theme The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Mike Tucker and Henk Nieborg of Bitmap Bureau about the design and development of their arcade action adventure game, Battle Axe.

The past can be seen through rose-tinted spectacles they say. We'd counter that they're more pixelated than pink...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode340.mp3  

Music featured is by Manami Matsumae

  1. Credits2. Infinite3. Last BossThe Sausage Factory 340 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Rajat Ojha of Gamitronics about the design and development of their FPS VR action adventure game, Speedy Gun Savage.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode339.mp3  

Music featured is by Redvard Dola?ski 1 + 3. Title Theme2. Menu Music The Sausage Factory 339 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Luca Cafasso of 3D Clouds about the design and development of their open world action adventure game, King of Seas.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode338.mp3  

Music is by Andrea De Nittis and can be bought from here:   https://store.steampowered.com/app/1537790/King_of_Seas_Original_Soundtrack/ 1. King of Seas2. Sailor's Nest3. King's Fall The Sausage Factory 338 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Dax Ginn and Adam Doherty of Whatboy Games about the design and development of their tactical RPG deck building game, Trials of Fire.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode337.mp3  

Music featured is by SCNTFC and can be bought from here: https://scntfc.bandcamp.com/album/trials-of-fire 1. Thunder's Path2. Fire Colony3. A Trial of Fire The Sausage Factory 337 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Balthazar Auxietre of Innerspace VR about the design and development of their world transporting mystery adventure game, Maskmaker.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode336.mp3  

Music is by InnerspaceVR1. Trailer2. Magic Shop3. Workshop - Act 2The Sausage Factory 336 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Andres Chilkowski of Nimble Giant Entertainment about the design and development of their time-lapse FPS battle arena game, Quantum League.

Ever wished you had a teammate that was always going to do exactly what you expected them to do? Well wish no more!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode335.mp3  

Music from Quantum League is by Guido Mastrangelo and the track used can be accessed here:https://soundcloud.com/guido-mastrangelo/tracksThe Sausage Factory 335 was edited by Chris O'ReganThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Yves Masullo and Robin Maechtel of SmokeStab Games about the design and development of their arcade action rogue-lite adventure game, Orbital Bullet

Why does everything have to be on a flat plane, how about a cylinder? Well that question is answered, along with many others, in this episode.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode334.mp3  

Music featured is by Niilo Takalainen & Juha Korpelainen   It can be bought from here as part of the Save the World edition bundle: https://store.steampowered.com/app/1167680/Orbital_Bullet__The_360_Roguelite/  1. This is Madness2. Bullets per Minute3. Vortex Theory The Sausage Factory 334 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to returning guest Dugan Jackson of TIKIPOD about the design and development of their arcade action adventure game, Astro Aqua Kitty.

Episode 173 of The Sausage Factory saw the first appearance of Dugan on The Sausage Factory so it's great to see him return.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode333.mp3  

Music featured is by Electric Cafe and can be bought from here:   https://electric-cafe.bandcamp.com/album/astro-aqua-kitty1. Dropsite2. Fortress3. Don't Mess with CatsThe Sausage Factory 333 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Scott Brodie of Heart Shaped Games about the design and development of their wildlife reserve based tactical RPG, We Are The Caretakers.

Dealing with difficult subjects in an abstract way can dilute the topic at hand, thankfully in this case this has not happened, at all.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode332.mp3  

Music is by Jon Parra and can be bought from here: https://store.steampowered.com/app/1595080/We_Are_The_Caretakers_Soundtrack/ 1. We Are The Caretakers Theme2. The Dead Crescent3. Uncovered Night The Sausage Factory 332 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Ryan Kubik and Drew Gingerich of Ryan Kubik games about the design and development of their mind bending sliding puzzle game, Wildfire Swap

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode331.mp3  

Music featured is by Wesley Mueller and can be bought from here:   https://wesleymueller.bandcamp.com/album/wildfire-swap-ost 1. Forest Basic2. Grassy Advanced 3. Mountain Advanced The Sausage Factory 331 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Richard Seabrook of SCT Ltd about the design and development of their puzzle/dexterity platformer, Kinetic Edge

Momentum can be a vital component when it comes to platformers and this game really embraces that.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode330.mp3  

The Sausage Factory 330 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Nathan Fouts of Mommy’s Best Games about the design and development of their shmup, Shoot 1UP DX.

Shoot 1UP DX updates the 2010 Xbox Live Indie multi-way scrolling shoot 'em up for modern platforms, but of course retains the central gimmick that collected 1UPs give the player actual on-screen extra ships.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode329.mp3  

Music featured from Shoot 1Up DX and is by Hamdija Ajanovic and can be bought from here:   https://store.steampowered.com/app/408150/Shoot_1UP__Soundtrack/ 1. HairRazor2. Down to Burma's Bend3. StarDan's Home of Gauge The Sausage Factory 329 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Corey and Lori-Ann Cole of Transolar Games about the design and development of their action adventure RPG, Hero-U Rogue to Redemption.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode328.mp3  

The Sausage Factory 328 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Nicola Piovesan of Chaosmonger Studio about the design and development of their beautifully crafted and nuanced point and click adventure game Encodya, which is published by Assemble Entertainment.

Why have just one character in a point and click adventure when you can have two?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode327.mp3  

Music featured is by Yann Latour and can be purchased from here: https://music.apple.com/ca/album/encodya/1550344868 1. Memories of the Future2. Bright Blue Eyes3. Noir Alley The Sausage Factory 327 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Eduardo Fornieles of Studio Koba about their narrative driven, reality bending action adventure game, Narita Boy, which is published by Team 17.

Memory has a tendency to distort what actually happened and this is something that Studio Koba has embraced while creating an extraordinary game.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode326.mp3  

Music featured is by Salvinsky and the Narita Boy OST can be bought from here:   https://store.steampowered.com/app/1586580/Narita_Boy_Soundtrack/1. Forgotten Forest2. Saving the World3. Dragon The Sausage Factory 326 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Cédric Ricci about the design and development of his scrolling shoot 'em up, Binarystar Infinity.

Knowing where both your ship and deadly enemy projectiles are is a critical consideration for any shmup, so how about severely limiting the colour palette?

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode325.mp3  

Music featured is by Christophe Leipp-Casallès and can be bought from here:    https://distrokid.com/hyperfollow/christopheleippcasalles/binarystar-infinity-original-soundtrack1. Binarystar: Infinity2. Stars Eaters3.Talios The Sausage Factory 325 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Joon Van Hove about the design and development of the squirrel watching mystery game, NUTS. 

Joon developed NUTS along with four others, Pol Clarissou, Almut Schwacke, Charlene Putney, and Torfi Ásgeirsson.    Just when you think you know a game, it pulls the digital rug from under you. It's a fine art to pull this off, but when it's done well...

During this episode Joon makes mention of the Sok Pop collective, more information about it can be found here: https://sokpop.co/    

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode324.mp3  

Music featured is by muuutsch and can be bought from here:   https://muuutsch.bandcamp.com/album/nuts-original-soundtrack 1. Beginnings2. Sanctuary3. At The Bottom The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Dan Taylor of Thunderbox Entertainment about the design and development of their spaceship disaster management game, The Captain is Dead.

Measuring risk within a tight action economy can make up part of a great board game, but how can that be translated well into a videogame? Listen to this episode to find out.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode323.mp3  

Music is by Occams Laser and can be found here: https://soundcloud.com/user-859477380/sets/the-captain-is-dead-soundtrack 1. The Warriors of Faith  (Part 1)2. The Warriors of Faith  (Part 2)3. The Lovers (Main Theme) The Sausage Factory 323 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Denny McCorry of Possum House Games about the design and development of their puzzle platform action adventure game, Shot in the Dark

Using the palette of a game to trick the player into thinking they are safe is a mechanic often used, and so in this podcast we consider how it's implemented in Shot in the Dark.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode322.mp3  

Music featured is from Shot in the Dark and by Bashfire - https://captainbaschfire.bandcamp.com/ 1. Level 12. Hell Level3. Last Level The Sausage Factory 322 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to James Morwood and Henry Pullan of Bit Loom Games about the design and development of their puzzle adventure game, Phogs

The joy of solving a puzzle together is difficult to quantify and Bit Loom Games lean into this fact quite heavily when they made Phogs. Listen to this episode of The Sausage Factory to find out how they did

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode321.mp3  

Music featured is by Henry Pullan and can be bought from here: https://henrypullan.bandcamp.com/album/phogs-soundtrack 1. PHOGS!2. Fruity Factory3. Stationary Village The Sausage Factory 321 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan talks to Tomas Sala about the design and development of  his action adventure game, The Falconeer. 

Not all adventure games have the player controlling a hero. Sometimes they are as much a victim of circumstance as anyone else. This is the story of The Falconeer and one we're happy to share with you.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode320.mp3  

Music featured is by Benedict Nichols and can be bought from here:   https://store.steampowered.com/app/1434020/The_Falconeer_Official_Soundtrack/1. Screams of Battle2. The Freebooters Lament3. What is that? The Sausage Factory 320 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to returning guest Emeric Thoa of The Game Bakers about the design and development of their action adventure RPG, Haven.

Emeric first appeared on The Sausage Factory to chat about Furi in Episode 104. In his return visit, he explains how he created a very unique action adventure game that is focused on the relationship between two people as they try to overcome seemingly insurmountable odds.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode319.mp3  

Music featured is by Danger and the full soundtrack to Haven can be found here: https://haven-game.bandcamp.com/album/haven-original-soundtrack1. The Beginning of Something2. Source3. Free Fall

The Sausage Factory 319 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Jim Baker of Jim Makes Games about the design and development of their satirical RPG, Guildmaster: Gratuitous Subtitle

Satire comes in many forms, but it is not often so firmly directed at games in the way that Jim Baker has done with Guildmaster: Gratuitous Subtitle. In this episode we explore the concept of humour in games.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode318.mp3  

The Sausage Factory 318 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Scott Swarbrick of Milky Tea Studios about the design and development of their future sports sim Hyperbrawl Tournament.

One of the keys to a pick-up-and-play sports game is the immediacy of understanding the controls, as well as the aim of the game itself . Milky Tea Studios aim to hit the sweet-spot of accessibility and depth with Hyberbrawl Tournament.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode317.mp3  

Music featured is by Steve Levine and can be bought from here: https://music.apple.com/gb/album/hyperbrawl-tournament-music-from-the-video-game/1527960442 1. The Journey Begins2. Ultimate Brawler3. Downtown Showdown The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 317 was edited by Chris O'Regan

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Chris O'Regan chats to Scott Rencher of North Star Digital Studios about the design and development of the digital incarnation of their board game, Evolution.

Change is the one constant in the universe, and Evolution is a game that recognises this and encourages the player to change along with it.  

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode316.mp3  

Music featured is by Island Styles - the featured tracks can be found here: https://soundcloud.com/gypsy-audio-production

  1. Evolve2. Myrmecology3. Leaving the NestThe Sausage Factory 316 was edited by Chris O'Regan

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators.

Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Dune Casu of Funselektor Labs about the design and development of their rally sim arcade game, art of rally. 

Taking the perfect corner; that is what rally is really about. Hitting the apex at the right speed and then throttling out of it without spiraling out of control is no mean feat, and art of rally delves into this quite deeply. This is something that we focus upon - as well as many other aspect's of the game's design -  in this episode of The Sausage Factory.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode315.mp3  

Music featured is by Tatreal and can be bought from here: https://tatreal.bandcamp.com/album/art-of-rally-original-soundtrack   1. shift 2. run

  1. forever_80's   The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to Oral Samli and Galib Kartoglu of Stormling Studios about the design and development of their horror adventure game, Transient

Perception of reality is something that has enthralled many philosophers throughout recorded history and Transient is a game that prods at the edges of what we perceive to be real.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode314.mp3  

Music is by Oral Samli (additional tracks composed by Burcu Gönül) and can be bought from here:   https://store.steampowered.com/app/1457830/Transient__Original_Sountrack/ 1. Beginning2. Exposition3. Kor Sehhr   The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 314 was edited by Chris O'Regan

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Chris O'Regan chats to Trevor Ley of Lucky Mountain Games and Tom Turner of Sumo Digital about the design and development of their arcade racer, Hotshot Racing.

Arcade racing games typically eschew real world physics and mechanics in favour of an increased sense of speed and maneuverability. Hotshot Racing takes its cues from games that were prevalent in the 1990s but also brings the experience somewhat up to date.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode313.mp3  

Music featured is by Jason Heine, the OST for Hotshots Racing can be bought here: https://jasonheine.bandcamp.com/album/hotshot-racing-original-video-game-soundtrack 1. 19912. Raving3. Checkered Flag

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 313 was edited by Chris O'Regan

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Chris O'Regan chats to Jürgen Brunner of ILIKESCIFI about the design and development of their rogue lite action shooter, Space Avenger: Empire of Nexx

A sense of progression is something that rogue-lites are built around and some are better at it than others. Trying to reward players with their perseverance and their skill is a tricky balance to achieve and this is something we delve into in this episode of The Sausage Factory.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode312.mp3  

Music featured is by ILIKESCIFI The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 312 was edited by Chris O'Regan

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Chris O'Regan chats to returning guest Dave Miller of Runner Duck Games about the design and development of their tactical strategy game, Space Crew.

Stress management is something we all have to deal with on a daily basis. So when a developer creates a game that adds yet more stress into one's life it requires some attention, which is exactly what we give to Space Crew in this episode of The Sausage Factory.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode311.mp3  

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 311 was edited by Chris O'Regan

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Chris O'Regan chats to Norman Lenda and Dawid Podgórski of All in! Games about the design and development of their WWI aerial combat arcade game, Red Wings: Aces of the Sky.

Aerial combat game Red Wings: Aces of the Sky puts a strong emphasis on verticality this and it is all the better it.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode310.mp3  

Music featured is by Draco Nared and can be bought from here: https://draconared.bandcamp.com/album/red-wings-aces-of-the-sky 1. Main Theme2. Cityscape3. Verdun The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 310 was edited by Chris O'Regan

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Host Chris O'Regan chats to Mikael Forslind and Isac Degerborg of Elden Pixels about the design and development of their arcade action platformer, Alwa’s Legacy, sequel to Alwa’s Awakening.

In this episode of The Sausage Factory with Elden Pixels we explore how the design ethos of crediting the player with intelligence impacted upon the development of Alwa's Legacy.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode309.mp3  

Music is by Rushjet1 and can be bought from here: https://rushjet1.com/album/alwas-legacy 1. Main Menu2. Sir Pent3. Credits The Sausage Factory 309 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Host Chris O'Regan chats to James Ross of Monster Finger Games about the design and development of their arcade action platformer, Alien Scumbags

In this episode we explore the concept of letting the player discover the optimum mode of play for themselves, rather than spoon feeding them with instructions.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode308.mp3  

Music featured is from Alien Scumbags by Monster Finger Games.The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 308 was edited by Chris O'Regan

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Chris O'Regan chats to Nicolas Rivard of Ubisoft about the design and development of the latest installment of the Assassin’s Creed Series, Valhalla.

It all started in 2007 with the release of Assassin's Creed on the seventh generation consoles. 13 years later the Ubisoft franchise continues to push the technological envelope, with an enhanced version of Assassin's Creed Valhalla appearing on the new, ninth generation Xbox Series X|S and PlayStation 5.   In this episode we find out what influenced Nicholas during the development of Assassin's Creed Valhalla and how the franchise has evolved to where it is now.   

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode307.mp3  

Music featured in this podcast: 1. Assassin's Creed Valhalla Main Theme by Jesper Kyd and Sarah Schachner2. Odin's Plunder by Sarah Schachner3. The Well of Wyrd by Jesper Kyd The Sausage Factory 307 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Chris O'Regan chats to returning guest Colm Larkin of Gambrinous about their card battling action adventure game, Cardpocalypse. 

Colm first appeared on 68th episode of The Sausage Factory where we discussed the design and development of The Guild of Dungeoneering. Five years later with his return visit, Colm explains how he came up with the idea of Cardpocalypse.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode306.mp3  

Music featured in this podcast is by Tommy Buckley and can be bought from Steam HERE: 1. Cardpocalypse!2. Spooksdale3. The Final Card Down

The Sausage Factory 306 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.

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Show host and producer Chris O'Regan chats to Elliot Hudson of Blackbird Interactive about the design and development of their spaceship salvage sociopolitical adventure game, Hardspace: Shipbreaker

Considering how humanity will evolve can lead to a vision of utopia for some, while others see something other than sunshine and bunny rabbits. Blackbird Interactive went to a darker place with its projections when it made Hardspace: Shipbreaker.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode305.mp3  

The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 305 was edited by Chris O'Regan

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Host Chris O'Regan chats to Edward Lu and Nick Amlag of Studio Aesthesia about the design and development of their twin-stick melee combat arcade game, Breakpoint

Why shoot at things when you can just hit them? That is the question asked of the player of Breakpoint, a game that relies on the player's ability to strike opponents at just the right moment.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode304.mp3  

Music featured is by Macaulay SzymanskiThe Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast. The Sausage Factory 304 was edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to returning guest Jon Ingold of Inkle about the design and development of their tactical adventure game, Pendragon. 

Jon first appeared on The Sausage Factory in November 2013 for the second episode of The Sausage Factory to talk about how Inkle designed a digital version of the classic adventure game Sorcery! Here we hear about how Inkle delved into the Arthurian legends and created a unique tactical adventure game based upon them.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode303.mp3  

Music featured is by Laurence Chapman, the OST to Pendragon can be bought from HERE   1. Pendragon 2. The Dream of Camelot 3. Pendragon Fantasia The Sausage Factory 303 was edited by Chris O'Regan

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Chris O'Regan chats to return guest Clayton Kauzlaric of Beep Games, inc. and Matt Hoesterey of Tribetoy about the design and development of their twin stick arcade adventure game, Bartlow’s Dread Machine.

Some deveopers try to hide the 'rails' that they put in their videogames, but these folks have embraced them to the point of making them into a gameplay mechanic.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode302.mp3  

Music featured is by Steve Kirk, the OST to Bartlow's Dread Machine can be bought from HERE   1. Main Theme 2. Into the West 3. Game Over

The Sausage Factory 302 was edited by Chris O'Regan

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Chris O'Regan chats to Dan Marshall and Ben Ward of Size Five Games about the design and development of their point and click, platform action adventure, rogue-lite, RTS, 4X, sports sim, twin-stick shooter and walking simulator, Lair of the Clockwork God. Enjoy!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode301.mp3  

Music for The Lair of the Clockwork God is by Toby Evans and can be bought from here: https://tobeyevans.bandcamp.com/album/lair-of-the-clockwork-god-original-soundtrack   1. Super Dan and Ben 2. Dan and Ben Ultra 3. Great Escape The Sausage Factory 301 was edited by Chris O'Regan

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Host Chris O'Regan chats to Ian Maude and Avichal Singh of Nodding Heads Games about the design and development of their action adventure game, Raji: An Ancient Epic.

Fluid movement combined with a dynamic camera takes centre stage in Raji: An Ancient Epic. Nodding Heads Games divulge their origins and how they set about creating this epic title.  

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode300.mp3  

Music featured in this podcast is by Nodding Heads Games and can be bought via Steam from HERE

The Sausage Factory 300 was edited by Chris O'Regan

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Host Chris O'Regan chats to James Roberts of Nebula-Design about the design and development of their top down scrolling shooter, Iridium.

Iridium, a game that borrows from the past while exploiting current design sensibilities, looks to successfully convey the sense of achievement that skillfully navigating through a challenging shmup can give the player.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode299.mp3  

Music featured in this podcast:1. Digital Rift (Tejaswi Remix) - Can be bought from here2. Elemental Energy by m4rt3z - Can be downloaded from here3. Hyperbola by Tejaswi - Can be downloaded from hereThe Sausage Factory 299 was edited by Chris O'Regan

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Chris O'Regan chats to Ryan Throw and TJ Acre of tinyDino Games about the design and development of their time-altering action adventure game The Ambassador: Fractured Timelines.

There is a metaphorical concept that implies time is a constantly flowing river. The creators of The Ambassador: Fractured Timelines decided to see what would happen if you could dam that river... The Ambassador: Fractured Timelines is published by The Quantum Astrophysicists Guild.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode298.mp3  

The Sausage Factory 298 was edited by Chris O'Regan

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Host Chris O'Regan chats to Casey Donnellan about the design and development of his game, Kill It With Fire, an action adventure game that Casey developed and is published by TinyBuild that features the destruction of spiders and many other things besides.

There are some who respect that a spider is more afraid of them than they are of it, but that doesn't stop them from trying to squish them as quickly as possible, regardless of the collateral damage. Kill It With Fire takes on that same concept and pushes into places it probably shouldn't go...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode297.mp3  

Music featured by Casey Donnellan Games The Sausage Factory 297 was edited by Chris O'Regan

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Show host and producer Chris O'Regan talks to Matt Boudreau of Cradle Games about the design and development of their action adventure game, Hellpoint

When a game is designed for the player to ask questions as to the purpose of their actions, it can make for a confusing experience. Thankfully Hellpoint has been designed in such a way to encourage the player to find out more to determine their purpose within it.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode296.mp3  

All music featured by Mikolaj Holowko and can be bought from here: https://store.steampowered.com/app/1380030/Hellpoint_Soundtrack/1. Main Theme2. Fear Loop3. Observatory Master Loop

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Chris O'Regan chats to Charles Cecil of Revolution Software about the design and development of their adventure game, Beyond a Steel Sky

What drives us to play adventure games to their completion? Is it the world in which they are set? Is it the characters that inhabit said world? Is it the puzzles thrown at us to thwart our progress? Or is it to experience and participate in a great story? All of these things and more are covered in this episode of The Sausage Factory.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode295.mp3  

All music is by Alistair Kerley, (@AlistairKerley) and the Beyond a Steel Sky soundtrack can be bought from here:  https://www.amazon.co.uk/Beyond-Steel-Sky-Original-Soundtrack/dp/B08BSY7P5J

1. Prologue 2. Milo 3. What Have You Done?

The Sausage Factory 295 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Gabriel Oliveira of Doublehit Games about the design and development of their thought-provoking action adventure platformer, Eternal Hope

Beauty being in the eye of the beholder is a theme that is thoroughly explored in Eternal Hope. Not every monstrous being is actually a monster and the way to enlightenment is through empathy, with a bit of altruism thrown in.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode294.mp3  

Music featured in this podcast:   1. Gloom 2. Cavern of Shadows 3. Forgotten City Music is by Gabriel Oliveira, Alysson Guedim, and Victor Barros.

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Show host and producer, Chris O'Regan chats to Brandon Robinson of One Guy Games about the design and development of their twin-stick shooter, #FUNTIME

FUNTIME is a twin-stick shooter that requires the player to match colours to the environment in which they find themselves. Published by The Quantum Astrophysicists Guild, #FUNTIME adds an original twist to a crowded genre.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode293.mp3  

The Sausage Factory 293 was edited by Chris O'Regan

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Chris O'Regan chats to Joe Mirabello of Terrible Posture Games about the design and development of their episodic comedy adventure game, 3 out of 10

Comedy and games have a sometimes strained relationship. With 3 out of 10, Terrible Posture Games not only tackles this quandary but also pokes affectionate fun at the developer's own industry.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode292.mp3  

Music is by Mike Mirabello and Chris Zukowski:   https://www.epicgames.com/store/en-US/product/3-out-of-10-ep-1/soundtrack   1. Theme 2. Ambient Groovy 3. Romantic Life

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Show host and producer Chris O'Regan chats to Ryan Granville of Sunnyside Games about the design and development of their arcade adventure game, Towaga: Among Shadows.

You cannot move in Towaga: Among Shadows. Well at least that's true most of the time. So while you may be immobile, you are a formidable spell slinger that can devastate enemies at the flick of your wrist. Developed by Sunnyside Games, Towaga: Among Shadows is a take on the twin stick shooter that deserves attention.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode291.mp3  

Music is by Dario Galizia. Towaga: Among Shadows OST is available here: https://soundcloud.com/boltinthevoid

Tracks featured in this podcast:

  1. Exaltation
  2. Prologue
  3. Among the Clouds

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Show host and producer Chris O'Regan chats to Derek Johnson and Clint Tasker of Thorium about the design and development of their rogue-lite action adventure, Undermine.

Undermine is one of the most well crafted games we have encountered so far and we were very happy to get Thorium behind the mic to chat about how and why this is the case.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode290.mp3  

Music is be Welsey Slover - Sound cloud link:  https://wesley-slover.bandcamp.com/album/undermine-original-videogame-soundtrack   Tracks featured:   1. Undermine Theme 2. A Loyal Customer 3. Let's Suffer Together

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Show host and producer Chris O'Regan chats to Ian Cofino of Afterburner Studios about the design and development of their action adventure rogue lite game, Dreamscaper.

Dreamscaper by Afterburner Studios features contexualised combat that makes you feel the character you are controlling is actually landing the blows on a foe is. Add to this an open and honest portrayal of mental illness and an amazing soundtrack and you have something quite special.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode289.mp3  

Music featured in this podcast by Dale North   1. Title Theme 2. City Battle 3. Waking World The Sausage Factory 289 was edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Dylan Walker of One Rat Games about the design and development of their action adventure game Elden: Path of the Forgotten

The feeling of danger lurking around every corner, even when in many cases there isn't any, is something that videogame developers attempt to invoke during play. Some are more successful than others, but with Elden: Path of the Forgotten, One Rat Games has pulled this off by confirming that yes, there is indeed something that aims to separate your face from your head at every turn.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode288.mp3  

The Sausage Factory 288 was edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Ali Motisi of Out of the Bit about the design and development of their top down arcade racing game Super Arcade Racing.

Top down racing games have been around since the 1970s yet to see a new entry into the genre in 2020 is quite a surprise. Chris grabbed the opportunity to chat to the developers of Super Arcade Racing about how it came to be made, and with such care and attention.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode287.mp3  

All music was written, arranged, composed and performed by Simon Haines.   https://store.steampowered.com/app/1192110/Super_Arcade_Racing__Soundtrack/    Tracks featured in the episode:   1. Super Arcade Racing 2. Ready,Steady, GO! 3. Octane Dreams

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Show host and producer Chris O'Regan chats to Liron Peer and Roma Levin of Mashmashu Studio about the design and development of their tactical adventure game, Nordic Warriors.

Tactical RPGs are usually built around the concept of the player guiding a group of adventurers and a few troops through a series of increasingly complex and challenging engagements. Nordic Warriors ramps up that need for the player to think tactically throughout every engagement.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode286.mp3  

The Sausage Factory episode 286 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan chats to Piotr Gnyp of Walkabout Games about the design and development of their action adventure, graphic novel game, Liberated.

Atomic Wolf Games, the developers of Liberated have adopted a striking graphic novel style that does much to draw the player into a deep and complex story. Published by Walkabout Games, Chris chats to their Head of Business Development Pior Gnyp about the design and development of Liberated.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode285.mp3  

Music by Robert Purzycki. The track featured in this episode is This Side of Tomorrow.   https://walkaboutgames.bandcamp.com/track/this-side-of-tomorrow

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Show host and Producer, Chris O'Regan chats to Simon Barratt of Cooperative Innovations about the design and development of their VR party game, Spaceteam VR.

Cast your mind back to Christmas 2012 when a co-op game appeared on many phones in the form of Spaceteam. It had players the world over yelling technobabble at each other the like of which the average actor in an episode Star Trek would balk at. Eight years later Spaceteam VR arrives to recreate the same chaotic experience, only this time with players actually 'in' the spaceship they are trying to pilot.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode284.mp3

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Show host and producer, Chris O'Regan chats to Joel Stack of Skybox Labs about the design and development of their arcade action puzzle adventure game, Stela

When sound design merges as well with the visuals as it does in Stela, you create something very special. Stela id an arcade action puzzle adventure game that tells an amazing story that compels the player to plough on to find out more about the world Skybox Labs have created.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode283.mp3  

Music by A Shell in the Pit - https://ashellinthepit.bandcamp.com/album/stela   1. Stela 2. The Forest 3. The Cliff

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Show host and producer, Chris O'Regan chats to Damir Slogar of Big Blue Bubble about the design and development of their action adventure game, Foregone

It's not often that you encounter a arcade adventure game that is rich in tactics, but that is exactly what Big Blue Bubble has made in the form of Foregone. The pacing and fluidity of movement make a good first impression that gives way to an extremely layered experience.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode282.mp3  

Music by Big Blue Bubble - Foregone won the Music Design Award for Foregone at The Montreal International Game Summit (MIGS) in 2019. Tracks included in this episode are as follows:  

  1. Main Music Theme
  2. Woods Theme
  3. Mill Theme

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Chris O'Regan chats to  Alex Kanaris-Sotureou and Tom Jones of Polygon Treehouse about the design and development of their adventure game, Röki

Adventure games can be very difficult to develop as they are often stymied by their interface. To overcome this, Polygon Treehouse have created a hybrid system for Röki by way of a real time interface with a simplified GUI that removes clutter from the screen while keeping the player informed.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode281.mp3  

All music is by Aether (https://www.aetheraudio.co.uk/)   1. Scandinavian Skies 2. Waking Memories 3. Lost Lullaby (Original title: Nå er Dagen Over)

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In this episode of The Sausage Factory, show host and producer Chris O'Regan chats to Martyn Johnston of Upper Room Games about the design and development of their sine wave based dexterity game, Wavey the Rocket.

Guiding things through a complex obstacle course has been a cornerstone of videogames forever, but very few have you manipulating a sine wave in order to navigate through them. In fact it could be argued that there is only one such game and that is Wavey the Rocket.  

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode280.mp3  

Wavey the Rocket was the featured game of Episode 77 of Cane and Rinse Streams: https://youtu.be/7vhxmitFq5E All music is by Thomas O'Boyle, Soundtrack to Wavey the Rocket is available from steam here:   https://store.steampowered.com/app/1313300/Wavey_The_Rocket_Soundtrack/    Tracks on this show:   1. Good 2 Groove 2. No Train No Gain 3. Stellar

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Chris O'Regan chats to Chris Dawson of Robot Squid about the design and development of their open world crustacean combat game, King of Crabs.

Ever see that video with a crab wielding a small pen knife? Ever wonder what it could do with said sharp implement?  Well, wonder no more for King of Crabs by Robot Squid puts the player in control of a giant crab that is capable of using weapons to both defend itself and attack others. Find out how Robot Squid made an open world crustacean combat game that is both educational and fun. If you want to learn about weapon wielding crabs that is.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode279.mp3  

The Sausage Factory episode 279 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan chats to Tyrus Peace of Floating Island Games about the design and development of their first person platformer adventure game, Cloudbase Prime.

Why is it so difficult to make a platformer that is has a first person view? Well it turns out all you needed to do is let players see the feet of the character they are controlling! OK there is a lot more to it than that, but the presence of feet in a player's view is a big step forward when it comes to first person platform game design. With this revelation, Floating Island Games set about creating Cloudbase Prime and this episode of The Sausage Factory reveals their story of how they did just that.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode278.mp3  

All music for Cloudbase Prime was composed and arranged by Matt Javanshir. The OST for Cloudbase Prime can be bought here:   https://mattjavanshir.bandcamp.com/album/cloudbase-prime-ost    Tracks featured in this episode:   1. Start 2. Buckle 3. Closure

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Show host and producer, Chris O'Regan, chats to Ashley Ringrose of SMG Studio about the design and development of their couch co-op moving home inspired arcade game, Moving Out.

Overcoming obstacles with one another is something that human beings are naturally drawn to do, yet most videogames encourage conflict instead. SMG Studio's Moving Out embraces cooperation, while laying on a heavy dose of humour and some comedically wonky physics.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode277.mp3  

Music featured by Lenny “The Touch” Macaluso OST available on Steam   Track 1 & 2: Moving Power Track 3: Movin' and Groovin'

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Show host and producer Chris O'Regan talks to Johannes Kristmann of Maschinen-Mensch about the design and development of their roguelike Victorian explorer-themed adventure game, Curious Expedition.

Curious Expedition is a game that models the concept of pushing one's luck, but generally deals with extremes of consequences of your actions. Curious Expedition is a fascinating game that considers how people react to finding themselves in stress-filled situations.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode276.mp3  

Music featured in this podcast:   1. Sextant 2. Electra 3. Liberation All music for Curious Expedition is by Selbstserum and can be bought from here:   https://selbstserum.bandcamp.com/album/the-curious-expedition-original-soundtrack

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In this episode of The Sausage Factory show host and producer Chris O'Regan talks to Jake Birkett of Grey Alien Games about the design and development of their card based action adventure game, Ancient Enemy.  

Modelling the concept of combat and skill challenges has been something role playing games are built around in most cases. Ancient Enemy uses playing cards and the ability of the player to clear them efficiently in order to either succeed in a test or defeat an enemy in combat.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode275.mp3  

All music by Grey Alien GamesThe Sausage Factory episode 275 was produced and edited by Chris O’Regan

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In this episode of The Sausage Factory. show host and producer Chris O'Regan talks to Saverio Caporusso of Troglobytes Games about the design and development of their rogue-lite action adventure, HyperParasite

Keep moving; advice that is often proffered when considering arcade adventures games. HyperParasite, a game that requires the player to consider where they are and what they are trying to achieve over a split second and if they falter, the avatar they are controlling will likely meet a grizzly end. 

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode274.mp3  

Music is by Troglobytes Games and can be bought from itch.io:   https://troglobytes.itch.io/hyperparasite-ost 1. HyperPrasite Theme 2. Foundry 3. Area 81

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Chris O'Regan chats to Tim Lewis of Echo Chamber Games about the design and development of their dating simulator, Table Manners.

Taking seemingly mundane tasks and turning them into Herculean ones is the cornerstone of recent titles that have been designed from the ground up to make players laugh. Table Manners puts the player into a relatively low risk situation in the form of a dinner, date only to have them discover that they have lost control of their limbs...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode273.mp3  

Music by Echo ChamberThe Sausage Factory episode 273 was produced and edited by Chris O’Regan

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Chris O'Regan chats to Mark Laframboise of Lightning Rod Games about the design and development of their puzzle platformer, A Fold Apart. 

Lateral thinking and spatial awareness are two very important skills one must have to fathom the increasingly complex challenges presented to the player in the excellent A Fold Apart. The setting is a simple love story, where a couple who are deeply in love are temporarily separated by distance and A Fold Apart deals with the stresses this places on their relationship all the while they are merely a fold away from each other.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode272.mp3  

Music by Riley Koenig. It can be purchased here:   https://rileykoenig.bandcamp.com/album/a-fold-apart-ost  1. Main Theme2. The Start of Something New 3. Finale (Credits)The Sausage Factory episode 272 was produced and edited by Chris O’Regan

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Chris O'Regan chats to  Javier Entelman of Sixth Vowel about the design and development of their turn based tactical sci-fi game, Element Space

Sixth Vowel, a South American developer has now made its first foray into making their first full game in the form of Element Space. A turn based tactical game in a similar vein to XCom, with a heavy emphasis in narrative, Element Space is quite unique in this regard. This show explores the challenges Sixth Vowel faced in making such a game. 

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode271.mp3  

The Sausage Factory episode 271 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan chats to Niklas Istenes of Retroid about the design and development of their puzzle platformer, Wunderling

With videogames being as old as they are there is now a set of tropes that are ripe satire and that is how Wunderling was formed. A puzzle platformer, it has the player controlling a creature that would normally only walk backwards and forwards until squished by a passing hero. The main protagonist is granted the ability to jump and is thrust into an adventure they had no intention in undertaking.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode270.mp3  

Music featured by Oscar Rydelius and is available here:   https://ratvader.bandcamp.com/album/wunderling-original-game-soundtrack   1. Wunder Shuffle2. Castle Pomp3. Feather Waltz The Sausage Factory episode 270 was produced and edited by Chris O’Regan

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Chris O'Regan, host and producer of The Sausage Factory, chats to Andrea Roberts of Wonderbelly Games about the design and development of Roundguard

Mashing a well-loved puzzle game into another genre can have mixed results. Thankfully when it comes to Roundguard the meshing of Peggle and Skyrim with a dash of Rogue Legacy thrown in this is far from a damp squib.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode269.mp3  

Music by Wonderbelly Games The Sausage Factory episode 269 was produced and edited by Chris O’Regan

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In this episode show host and producer Chris O'Regan talks to Kevin Randino of Spirit Stone Studio about the design and development of their puzzle platformer, Cloak and Dasher

Timing and knowing where you're going and not where you are is what dexterity heavy platform games are all about and Cloak and Dasher revels in this concept to the point of anchoring the whole gameplay experience around it. In this episode of The Sausage Factory, Cloak and Dasher's innards are explored to the same level of detail listeners have come to expect from the show.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode268.mp3  

Music featured by Will Savino - http://www.willsavino.net/ The Sausage Factory episode 268 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan chats to Jaycee Salinas of Ask An Enemy Studios about the design and development of their double action arcade game, A Duel Hand Disaster: Trackher.

Ask An Enemy Studios have created a title that effectively has the player playing two games simultaneously. A Duel Hand Disaster: Trackher, is a twin stick arcade game that demands the player shifts their attention from one component to another, while desperately trying to hang onto their hard-earned score. 

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode267.mp3  

All Music featured by Ask an Enemy Studios The Sausage Factory episode 267 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan talks to Juha Kangas of Logic Ember about their puzzle platform game, Backworlds

It's difficult enough making a single level in a puzzle platform game, let along two that overlay one another. But that is exactly what Logic Ember have done when creating the mind-twisting puzzle platform game, Backworlds. In Backworlds, players can paint across the screen to reveal another world that mirrors the one in which they find themselves. These worlds can interact with each other to the point where seemingly impassable obstacles become little more than a minor inconvenience.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode266.mp3  

Music featured by David Housden and Paul Housden, OST can be bought from Bandcamp here: https://backworlds.bandcamp.com/releases   Tracks:    1. Simple Life in the Woods 2. Weightless 3. Tranquil Forces The Sausage Factory episode 266 was produced and edited by Chris O’Regan

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Show host and producer Chris O'Regan chats to Chris Scheidig, Sabaku and Björn Schellin of Umaiki Games about the design and development of their action-adventure games, Skellboy.

The core of loot based dungeon crawlers like Diablo is the acquisition of stuff. When you get said stuff, you tend to have the character you're controlling put the stuff on, if it's better than the stuff you already have. However, what if someone made a game that went that bit further by actually swapping in body parts from the creatures they've killed? Well, that's where Skellboy has gone, and the results sure are entertaining.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode265.mp3  

Music by  Björn Schellin, Sound Cloud link: https://soundcloud.com/user-792862196 The Sausage Factory episode 265 was produced and edited by Chris O’Regan

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This episode is of The Sausage Factory podcast is a remaster of an archive show from February 2016, in which host Chris O'Regan chats to Moo Yu of Foam Sword Games about their (then upcoming) action adventure game, Knights and Bikes.

As of February 2020 the game has been released on Nintendo Switch. One half of the development team is Moo Yu, who has been making games for quite a long time having previously worked with Insomniac as gameplay programmer on the Ratchet and Clank games as well as Media Molecule on LittleBigPlanet titles. Moo talks about his studies at UCLA and his eventual migration to the UK where he found a place to make non-violent games with rich worlds and storylines.   Please note that this episode was recorded while Knights and Bikes was still in development and as such details about the final game may be different to those discussed.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode88_Remastered.mp3  

The Sausage Factory episode 88 Remastered was produced and edited by Chris O’Regan

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Show host and producer Chris O'Regan chats to returning guest Will Sykes of Will Sykes Games about his new game, Endless Knight.

Will Sykes first appeared on The Sausage Factory on Episode 95 back in May 2016 to talk about Perfect Universe. Will is now back to talk about his new game, Endless Knight, a medieval combat game that requires the player to react to the attacks on them and quickly parry and counter in order to overcome their foe.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode264.mp3  

The Sausage Factory episode 264 was produced and edited by Chris O’Regan

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Show host and producer Chris O'Regan chats to Tony Munoz of Wulum Creative Technology Ltd. about their arcade shooter, Galaxium.

The Galaxian family of games was celebrated in the Cane and Rinse podcast issue 388, and developer Wulum seeks to recapture the elegance and purity of these games by creating an homage in the form of Galaxium. This pure shooter treats the player with respect by not spoon-feeding them too much information on how to play; just start shooting and see what happens!

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode263.mp3  

The Sausage Factory episode 263 was produced and edited by Chris O’Regan

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Show host and producer Chris O'Regan chats to return guest Radu Muresan from Vivid Helix, about their puzzle programming game, Neon Noodles. 

Back in February 2017 Radu Muresan appeared on Episode 128 of The Sausage Factory to chat about his dual puzzle game Semispheres. Three years later he returns to tell us about his new puzzle game, Neon Noodles. Neon Noodles is a robot programming game that is cited as being a Zachtroni- like title that has players issuing commands to robots to ensure they create a series of dishes as efficiently as possible.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode262.mp3  

Music: All tracks are by Sid Barnhoorn.   Band camp: https://siddharthabarnhoorn.bandcamp.com/ The Sausage Factory episode 262 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan talks to Jeffrey Nielson of Chimeric about the design and development of their rogue-lite arcade shooter, Nova Drift

Nova Drift is a rogue-lite which takes the central concept of incremental improvement and power handed to the player in the form of an Asteroids inspired shooter which moulds itself into a game that suits the specific player's own style. Nova Drift's distinctive effects combined with its outstanding soundtrack make for an engaging experience.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode261.mp3  

Music used in this episode:   1. NeverEnd 2. Freefall3. Collider_Synced   All music by Miles Tilmann, the OST can be purchased from here:   https://milestilmann.bandcamp.com/album/nova-drift-ost

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Show host and producer, Chris O'Regan chats to Eric Billingsley from SPARSE//GameDev about their relaxing isometric puzzle game, Spring Falls.

Spring Falls is built around the movement and preservation of water within a contained space, as the player is required to move H2O from the side of a mountain and to provide sustenance to the flowers plants there.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode260.mp3  

Music by Eric Billingsley and taken from the Spring Falls OST.   1. Heights 2. Clouds 3. Spring and Flow   The OST can be bought from here:   https://store.steampowered.com/app/1195750/Spring_Falls_OST/ The Sausage Factory episode 260 was produced and edited by Chris O’Regan

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Show host and producer Chris O'Regan talks to Don Bellenger from Super Scary Snakes, about the design and development of their rogue-lite arcade adventure game, Black Future ‘88.

That urge to try again and again in the face of seemingly impossible odds is at the heart of any rogue-lite that's worthy of your time. As you continue to play more, the amount of enhancements that the player receives increases to the point where the the player's capabilities match the plateau of difficulty. At least that's the theory, and it's what Black Future '88 aspires to excel at.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode259.mp3  

Music used in this episode:   1. Vanta2. No Future3. Wave Killer   All tracks are by Skymelt and can be found on Black Future '88's sound track:   https://skymelt.bandcamp.com/releases The Sausage Factory episode 259 was produced and edited by Chris O’Regan

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Show host and producer of The Sausage Factory Chris O'Regan chats to Thomas Jenns from Steel Mantis Games, about their arcade adventure game Valfaris.

When a game revels in its high level of challenge while seeking to avoid the dreaded pit of despair that is frustration, that's worthy of examination and discussion. Valfaris rewards the player for their perseverance and improving skill as they plough their way through the grim and dark universe that the game presents.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode258.mp3  

Music used in this show:   1. Birth of a New Death 2. Lost in Time 3. The Heart of a Masked Twin   All music by Curt Victor Bryant   OST is available as a DLC pack for ValfarisThe Sausage Factory episode 258 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan chats to Maria Aloupi and Andreas Diktyopoulos from beyondthosehills about their puzzle game, Reky.

One of the highlights of EGX each year is the Leftfield Collection of games. These are usually 'off-the-grid' titles which explore various facets and boundaries videogames. This is where show host Chris O'Regan encountered Reky for the first time and felt compelled to invite the developers, beyondthosehills, to chat about the design and development of the game.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode257.mp3  

The Sausage Factory episode 257 was produced and edited by Chris O’Regan

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Show host and producer, Chris O'Regan chats to Carolina Torres, Brenden Sewell, and Eric Fransen of E-Line Media about their game creation action-adventure game, The Endless Mission

The Sausage Factory podcast prides itself in celebrating the creation of games, but this is the first time it is covering the development of a game that is about game development. Confused? Well listen on to find out what makes The Endless Mission tick.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode256.mp3  

The Sausage Factory episode 256 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Catalin Zima-Zegreanu of Breadcrumbs Interactive about the design and development of their action adventure game, Yaga.

When the main protagonist is relieved of a limb within the first five minutes of a game you know you're about to experience something quite unusual. Yaga is an action adventure game that features Ivan, a hapless blacksmith who has been sent on a quest by the Tzar to find something of great strength, for reasons...

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode255.mp3  

Music used in this show:   1. Yaga Main Theme - Subcarpati 2. Exploration - Mattias Holmgren 3. Boss1 - Argatu'   Yaga OST is available from the Epic Store:   https://www.epicgames.com/store/en-US/product/yaga/soundtrack

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Show host and producer Chris O'Regan chats to Harry Robinson and Gavin Price of Playtonic Games about the design and development of Yooka-Laylee and the Impossible Lair.

Platform games are a perennial favourite and with that enduring popularity has come subtle evolution, involving numerous refinements. Playtonic's Yooka-Laylee and the Impossible Lair - the sequel to 2017's Yooka-Laylee - allows the player to tweak the levels. Chris and Harry talk about the concept of rewarding players for both their curiosity and the choices they make.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode254.mp3  

Music: David Wise - https://playtonicgames.bandcamp.com/track/main-theme The Sausage Factory episode 254 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Dave Hawkins of Jim Jams Games about the development of a clutch of games directly inspired by 8-bit titles.

While design sensibilities have evolved significantly over the past 30 years, some positive aspects of the 'old school' have fallen by the wayside. In an attempt to restore elements of videogames of old and bring them to the attention of a contemporary audience, Jim Jams Games attempts to recreate the ancient magic of 8-bit on modern platforms. Games covered in this episode are Amazing Adventures of Lady Fanny Weatherstone, Firebird, Solar Wind and The Eye of Borrak.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode253.mp3  

Music: Dee Van-Kay -  https://www.freemusicarchive.org/music/Dee_Yan-Key The Sausage Factory episode 253 was produced and edited by Chris O'Regan

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This week Chris O'Regan chats to Saxon Druce of Binary Space Games about the design and development of their point and click adventure game, Ghoul Britannia: Land of Hope and Gorey

A rare title that is both topical and amusing, Ghoul Britannia: Land of Hope and Gorey is an extremely well written point and click adventure that has sprung from the fingers of Jonathan L. Howard of Broken Sword: The Shadow of the Templars fame.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode252.mp3  

All Music by Brian Fairbanks - http://daisyalesoundworks.com/ The Sausage Factory episode 252 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Enrique Colinet of The Game Kitchen about their guilt-ridden action-adventure game, Blasphemous.

It is often said and correctly observed that people are but a product of their environment and it comes as no surprise to hear that the influence of the medieval castles and statues of those suffering penance that litter Southern Spain had an impact on The Game Kitchen, as they made Blasphemous.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode251.mp3  

All music by Carlos Viola    1. Ten Piedad 2. Entre Bordados 3. Mirada de culpaThe Sausage Factory episode 251 was produced and edited by Chris O'Regan

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Chris O'Regan chats to Mike Daw of Infinite State Games, a return guest from May 2018, Episode 184 to talk about the design and development of Family Tree

A puzzle game that relies upon the dexterity of the player to overcome its challenges can suffer from levels of justified frustration. Family Tree does a lot to avoid this by rewarding players who want to collect everything, while also accommodating those who simply want to plough through to the end on their own terms.

http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode250.mp3  

All music used in this podcast by Mike Daw of Infinite State Games The Sausage Factory episode 250 was produced and edited by Chris O'Regan

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Chris O'Regan chats to Jim Dirschberger of Wide Right Games about the design and development of their arcade shoot’em up, Freedom Finger.

Freedom Finger is a funny and satirical side-scrolling shmup featuring the ability to grab enemies and use their own weapons against them, along with an interactive music score.

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Music used in this podcast: 1. Male Gaze - Reno2. Ezee Tiger - Private Dancer3. Male Gaze - The Shining Path The Sausage Factory episode 249 was produced and edited by Chris O'Regan

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Host Chris O'Regan chats to Clinton McCleary of Caustic Reality about the design and development of Infliction

When developing horror games Caustic Reality decided to focus on the use of sound, distorted images and a disjointed storyline that forces the player to constantly second-guess their place in the game world. This brought about the development of Infliction; a game that has the player take on the role of someone who has apparently committed horrific acts of violence via a strange compulsion.

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Music Credit: Hitch by  The Rods of Power from the album Augangular Sausage Factory 248 was produced and edited by Chris O'Regan

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Chris O'Regan chats to Bohdon Sayre of Flight School about the design and development of Creature in the Well.

Did you know that the key to success with pinball is to use precision to aim shots while creating combinations of hits with the least amount of risk? Developers Flight School decided to infuse this core component of pinball into their post-apocalyptic adventure game, Creature in the Well. The result is an astonishingly atmospheric and engrossing game that rewards the player for their tenacity as well as awareness of how to solve each level.

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Music Credits: Music: Jim Fowler - https://www.jimfowlermusic.com/ Sausage Factory 247 was produced and edited by Chris O'Regan

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Chris O'Regan chats to Andrew Stewart of Triplevision Games about the design and development of Mable and the Wood.

What happens when you make a platform game that has a character that actually cannot jump? Not only that but the weapon they wield is so heavy they have to drag it behind them! This is the premise of Mable and the Wood, an action adventure game developed by Triplevision Games. Presented with a very bright and contrasting colour scheme along with a massive dollop of dark humour, Mable and the Wood is an exceptional game that has a lot of unique aspects to it that lead you coming back to it time and again.

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Music Credits:All music for this episode is care of Fat Bard Music - https://www.fatbard.com/mable

Sausage Factory 246 was produced and edited by Chris O'Regan

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Chris O'Regan chats to Esben K Ravn of Kong Orange about the design and development of Felix the Reaper.

On a bright morning at the end of Summer 2018 a certain show host of a podcast bearing the initials T, S and F encountered a videogame on the 6th floor of the Washington State Convention Center. The game was Felix the Reaper, a puzzle adventure game where a lovelorn reaper of souls named Felix tries to win the heart of Betty the Maiden, an employee of the Ministry of Life. He does this by reaping souls of those on the mortal realm while dancing relentlessly.

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Music Credits:

  1. Felix the Reaper Medley (all music artists from the game mixed together in a medley) - Mikkel Filholm, Spejderrobot, Daddy Mysticism, Thut Ankh-Hammond, Anna Lidell, Eberl 42, Nicolas Vetterli, Signe Bisgaard, Jonas Kappel, The Official Face, Dreamers' Circus, Awe, Audiopilot

  2. Daddy Mysticism - Nicolas Vetterli

  3. Thut Ankh-Hammond - Nicolas Vetterli

Sausage Factory 245 was produced and edited by Chris O'Regan

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Show host Chris O'Regan chats to Will Traxler of Traxmaster Software about the design and development of Exception.  

Do you like a videogamey videogame? You know, the kind of videogame that delivers a pretty pure experience of what one traditionally expects from a videogame.Well, do we have the videogame for you? Exception is a bright and colourful action adventure that revels in its combat platform DNA, encouraging rapid movement on the part of the player.

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Sausage Factory 244 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Sean Hani Tani of Analgesic Productions about the design and development of Anodyne 2: Return to Dust.

Flipping environments on players can make them somewhat disorientated and few titles can successfully pull it off. Anodyne 2: Return to Dust is the sequel to Anodyne, an action adventure game from 2013, Anodyne 2: Return to Dust requires the player to traverse a large open world interacting with characters who all have a strange malady due to the presence of the mysterious 'Dust'. The player is required to shrink down into a microscopic size to expunge the Dust from the people the player has met in the outer world.

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Sausage Factory 243 was produced and edited by Chris O'Regan

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Chris O'Regan chats to Sterling Selover of Stingbot Games about the design and development of The Forbidden Arts

When creating action adventure games their structure tends to follow a very strict pattern. But what if a game was created that broke that mould? What if there was an open world sitting alongside a series of preset environments? That's the core concept of The Forbidden Arts, a game developed by Stingbot Games.

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Sausage Factory 242 was produced and edited by Chris O'Regan

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This episode of The Sausage Factory has show host and producer Chris O'Regan chatting to Travis Baldree of Double Damage Games about the design and development of Rebel Galaxy Outlaw.

Striking out on your own into the deep black is an evocative concept that has been the subject of many a videogame since their inception. Some of the the most famous being Elite (1984) and, 10 years later, Wing Commander: Privateer - a game that took the ideas of Elite and created a story as well as a universe filled with weird and wonderful people. Double Damage Games decided to reimagine Origin's game in the form of Rebel Galaxy Outlaw, a semi-prequel to the highly celebrated Rebel Galaxy and a triumph of modern game design mixed with vintage sensibilities.

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Sausage Factory 241 was produced and edited by Chris O'Regan

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Show host and producer, Chris O'Regan chats to Alex Rushdy of 13AM Games about his own career in the videogame industry, as well as the design and development of Double Cross.

Action adventure games are ever present on the videogame scene. Double Cross by 13AM Games has an extremely robust combat system and a fully fledged storyline that demands the attention of the player. Added to that beautiful visuals and animation that could rival some Disney, and Double Cross has what it takes to stand out from the crowd.

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Sausage Factory 240 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Adam Solo and Hugo Rosado of Praxis Games about the design and development of Interstellar Space: Genesis

Grand strategy 4X games are incredibly difficult to get right as to tackle them while trying to avoid the sense of actually pushing numbers around in a spread sheet and not creating a vast and stable empire is no mean feat. Praxis Games, the developers of Interstellar Space: Genesis have embarked on this not inconsiderable task and they have done an exceptional job of creating a game that not only affords a sense of achievement to the player but also credits them with a significant amount of intelligence.

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Sausage Factory 239 was produced and edited by Chris O'Regan

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Show host Chris O'Regan chats to Mike Pinto of Zotnip Games about the design and development of Hyperspace Delivery Service.

Decisions, risk-assessments and blowing up robots who have kidnapped a crew member. These are the things one does while playing Hyperspace Delivery Service, an adventure game that has the player taking on the role of captain of a spaceship that is travelling across the universe trying to deliver a parcel within a very tight timeframe. Resources are limited and the risks are great. But the rewards are even greater!

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Sausage Factory 238 was produced and edited by Chris O'Regan

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Show host Chris O'Regan chats to Lucia Foos of BeautiFun Games about the design and development of Professor Lupo and his Horrible Pets. 

Puzzle games are perhaps not as straightforward to create as some may think - even less so when attempting to weave in a dark comedy narrative. Professor Lupo and his Horrible Pets is a puzzler in which the player navigates their way through a spaceship that is filled with hostile aliens intent on making you their next meal.

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Sausage Factory 237 was produced and edited by Chris O'Regan

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In this episode show host and producer Chris O'Regan talks to Hannes Rahm of Cuddle Monster Games about the design and development of Hell is Other Demons.

The act of jumping on the head of enemies in platform games has been a staple for well over 30 years. Few have attempted to mesh this with a bullet-hell like experience and some might argue that there are good reasons for that. However, Cuddle Monster Games have seen fit to go against perceived  wisdom and created Hell is Other Demons - and somehow came out with a mindbogglingly inventive and entertaining game.

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Sausage Factory 236 was produced and edited by Chris O'Regan

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In this episode of The Sausage Factory, Chris chats to Tim Stoddard of Gamepopper Games about the design and development of Gemstone Keeper.

While walking around the old - yet fully functional - arcade machines at the Retro Revival event held in June, show host Chris O'Regan happened upon a Switch console that was running a game called Gemstone Keeper. This rogue-like twin stick shooter sported a 'retro' visual styling but had fluid movement along with the traditional push-your-luck gameplay mechanics.

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Sausage Factory 235 was produced and edited by Chris O'Regan

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Show host Chris O'Regan talks to Andrew Linde of Juncture Media about the design and development of AVARIAvs.

Traditionally, the turn-based combat found in JRPGs has been designed according to the convention that the computer controls the actions of enemy creatures in combat while a human controls a party of protagonists. AVARIAvs does away with this by having humans control both sides, creating an usual gameplay experience that opposes the common model.

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Sausage Factory 234 was produced and edited by Chris O'Regan

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Show host Chris O'Regan chats to Theresa Duringer of Temple Gates Games about the design and development of Shards of Infinity.

Over recent years there has been a growing number of tabletop games which have found their way into the digital realm. Temple Gates Games specialises in creating these digital versions of analogue source material,  and their latest effort, Shards of Infinity, is the subject of this episode of The Sausage Factory.

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Sausage Factory 233 was produced and edited by Chris O'Regan

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Show host Chris O'Regan chats to Tristan Lee Riven of Devespresso Games about Vambrace: Cold Soul's design and development.

Some may argue that rogue-like and RPG are genres that shouldn't blend. But Devespresso Games rejected this notion by creating compelling action adventure, Vambrace: Cold Soul.

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The Sausage Factory 232 was produced and edited by Chris O'Regan

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Show host Chris O'Regan talks to returning guest Jennifer Schneidereit of Nyamyam Games about the excellent Astrologaster

It's not often that you get to play games that are actually funny by design. Least of all when they are set in plague ridden Elizabethan London. Yet that is exactly what we have with Astrologaster. An adventure game made by Nyamyam Games that mixes astrology with medical diagnosis.

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The Sausage Factory 231 was produced and edited by Chris O'Regan

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This episode of the Sausage Factory is a remaster of Episode 11, first released in February 2014.

Jennifer Schneidereit of Nyamyam Games, the developer behind Tengami, an adventure game for iOS joins Chris O'Regan for another episode of The Sausage Factory. Featuring a unique pop-up book presentation, the game has been in development for over three years and has made appearances at Rezzed and PAX events to much acclaim. The game was released on iOS, Wii U, PC and Mac.

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Sausage Factory 11 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan talks to Jakub Kasztalski, the Lead Developer and Writer for Headliner: NoviNews about its design and development.

Social engineering by the media is a well known phenomena, but not the typical subject for a videogame. Unbound Creations care little for convention as they set about creating Headliner: NoviNews, a game that  attempts to model the complexity of an all encompassing media and the impact it has on society. Music credit goes to Anttis Instrumentals for the soundtrack of this episode of The Sausage Factory.

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Sausage Factory 230 was produced and edited by Chris O'Regan

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Chris O'Regan chats to Bertil Hörberg of Hörberg Productions, creator of Mechstermination Force, about its design and development.  

Some videogame boss battles can be seen as a choreographed dance routine that needs to be learned in order to succeed. Mechstermination Force is a title which focuses entirely on this type of engagement, presenting a series of giant robots for the player to defeat. Incorporating rogue-lite elements, players can build up cash reserves, providing access to key upgrades which can be employed to make felling these mechanical monsters a little easier.

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Sausage Factory 229 was produced and edited by Chris O'Regan

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Show host Chris O'Regan chats to returning guest Neil Rennison of Tinman Games (who first appeared in Episode 29 of The Sausage Factory) to chat about the development of Table of Tales: The Crooked Crown.

One of the great strengths of VR is that it can transport people into other environments. Tinman Games has created an attic with a strange table in it that has a very large key resting in the middle, as well as a similarly sized lock. As the player inserts the key into the lock the table opens up and the Table of Tales comes to life!

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Sausage Factory 228 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Joe Humfrey of Inkle Studios about the development of Heaven's Vault. Storytelling normally revolves around the characters more than the world they find themselves in. But what if a story places prominence on both facets of fiction and the world starts to overshadow the characters? Inkle Studios seeks to overcome this problem by making the characters of Heaven's Vault - and the world in which they reside - utterly fascinating. It is this that this episode of The Sausage Factory addresses, as well as the creation of a unique language for the game's players to fathom out.

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Sausage Factory 227 was produced and edited by Chris O'Regan

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In this episode of The Sausage Factory show host and producer Chris O'Regan chats to Hugh Monahan of Stellar Jockeys about the development of the excellent Brigador. The urge to rush in with guns fully ablaze is so very strong when it comes to Brigador. It shares this with other tactical titles like Desert Strike and Crusader, where the player is seemingly all powerful but can quickly be overwhelmed if they don't think things through before engaging with the enemy.

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Sausage Factory 226 was produced and edited by Chris O'Regan

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Chris O'Regan, show host and producer chats to Jean Canellas of White Rabbit about the development of Death's Gambit

Accessibility in games is a bit of a hot topic right now with many arguing for 'easy modes' in games. Death's Gambit does not subscribe to this view and White Rabbit, the developers of the game embrace the need for the player to understand how to play in order to succeed.

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Sausage Factory 225 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan talks to Don Schmocker of Okomotive about how they developed FAR: Lone Sails.

How does one represent a seemingly pointless task yet it is the only one that gives one purpose? This is a question that fledgling developers Okomotive sought to answer by creating FAR: Lone Sails.

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The Sausage Factory 224 was produced and edited by Chris O'Regan

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Show host and producer Chris O'Regan talks to Nathan Hamley of Sick Chicken Studios about how Guard Duty came into being.

When telling a story within the medium of a videogame, it important to provide suitably subtle hints as to how to progress and thus reward them for their ability to fathom relatively complex puzzles. It is this that drives people through point and click adventures more than anything, and Guard Duty by Sick Chicken Studios leans heavily into this to provide a very entertaining entry into the well trodden genre.

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The Sausage Factory 223 was produced and edited by Chris O'Regan

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Show host Chris O'Regan chats to Jessica Saunders of Salix Games, the developers of Du Lac & Fey: Dance of Death about its design and development.

Immortal beings from the dark ages mixed with Victorian London plagued by supernatural demons is not a typical scenario you encounter in games, but Du Lac & Fey: Dance of Death is set in this very environment and is richer for it.

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The Sausage Factory 222 was edited by Chris O'Regan

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Show host Chris O'Regan chats to Søren Boel Jepsen of Zaxis Games about the design and development of Fimbul.

Too often we find ourselves playing action adventure games that infuse character development with the equipment they are using. This is very much borne out of the MMO model of when a player hits the maximum level the only way they can get any better is by acquiring more powerful stuff. Fimbul, by Zaxis Games does away with that and instead focuses on the innate abilities of the character the player is controlling. With a backdrop of traditional Norse mythology thrown in, Fimbul makes for a very unique experience.

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The Sausage Factory was edited by Chris O'Regan

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Show host Chris O'Regan chats to Bony Yousuf about the design and development of Almost There.

Precision is something many platform games failed to appreciate. All too often the concept of moment becomes the key driver to the mechanics of platform games and that is something Bony Yousuf has taken exception to. So much so that he has made Almost There, a puzzle platform game that demands the player embrace precision while employing a heavy dose of lateral thinking.

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The Sausage Factory was edited by Chris O'ReganMusic for this episode is drawn from Creative Commons artist TeknoAXE and more of their work can be found here:https://www.reverbnation.com/teknoaxe/songs

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Show host Chris O'Regan chats to Lucas Mattos of Long Hat House about the design and development of Dandara.

When confronted with a platform that struggles with real time controls yet you're keen to make a game that relies on them, they're only one thing you can do, mix real time with turn based interaction. This is exactly what Long Hat House did when creating Dandara, a Metroidvania platformer that was originally designed for iOS and Android platforms where the player pointed where they wanted the main protagonist to fly around the level. The combination of an innovative control scheme, a beautifully animated world and challenging level of difficulty makes Dandara very special indeed.

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The Sausage Factory Episode 219 was edited by Chris O'Regan

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Show host and producer Chris O'Regan chats to Adrian Mills of Sabrephrog about the design and development of Shudder. Do you remember Every Extend Extra & Every Extend Extra Extreme? They were the strange puzzle games on the PSP and Xbox 360 that had the player creating chain reactions via explosions. Shudder, the topic of this episode of The Sausage Factory is very similar to the Every Extend Extra games in that the player does not shoot anything but instead gathers items  to cause an explosion while trying to avoid getting hit themselves. It's a very pure arcade game that forces the player to think very differently in order to progress.

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The Sausage Factory Episode 218 was edited by Chris O'Regan

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Show host Chris O'Regan talks to Neil Millston and Tancred Dyke Wells of Solar Sail Games about the development of the open world action adventure game, Smoke and Sacrifice. A parent's bond with their children is something that is both intangible yet incredibly strong. Smoke and Sacrifice builds on this by having the player take on the role of a mother trying to recover her child that she thought had died 7 years prior.  

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The Sausage Factory Episode 217 was edited by Chris O'Regan

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In this episode of The Sausage Factory, show host and producer Chris O’Regan talks to Jon Shafer of Conifer Games about the development of At the Gates

There are periods in humanity's history that people generally like to gloss over. One of them is so ignored that it is even given a name that implies nothing really happened during it. That name and period is known as the 'Dark Ages'. It spanned from approximately 400 AD to the 14th Century during which time Western Europe suffered from decline and stagnation following the fall of the Roman Empire. This is almost a millennia that is actively ignored due to the fact that nothing much happened apart from the odd plague and mythical legends that eventually became a parody in the 1970's. Jon Shafer of Conifer Games saw this and thought it would make an interesting setting for a 4X strategy game in which players would guide a struggling tribe of people somewhere in Western continental Europe from the depth of a stagnating realm. After 7 years of development At the Gates is the result of this experiment and has now arrived on Windows PC, Mac and Linux and this episode of The Sausage Factory we discuss its design and creation.

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The Sausage Factory Episode 216 was edited by Chris O'Regan

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In this episode of The Sausage Factory, show host and producer Chris O'Regan talks to Sasu Kemppainen of Team Jolly Roger about the development of Worbital. There has been a long history of stationary projectile firing emplacement based tactical combat games dating back to Scorched Earth on the PC, which was then copied in the form of Death Tank on the Sega Saturn and of course the Worms franchise that started in the 1990's and continues to thrive to this day. But there is one question no one ever thought of asking about these kind of games; what if the gun emplacements were constantly moving? Well this is the question Finish developers Team Jolly Roger set out to answer and the result is Worbital.

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The Sausage Factory 215 was edited by Chris O'Regan

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Show host Chris O'Regan chats to Iván Expósito Sánchez and Josema Roig of Melbot Studios about the creation of Melbits World.

Some may remember the 1990's how an Amiga game known as Lemmings took off and created a relatively long living franchise that only petered out in the mid 2000's. The appeal of guiding characters rather than directly controlling them remains, however, and Melbits World goes back to that mechanic but adds the dimension of local multiplayer to the experience that turns it into a very different game. While previously it was just you vs. the puzzle that was the level in Lemmings, with Mebits World it's you and 3 others triggering elements of a 3D world all via their mobile phones and tablets. For yes, Melbits World is part of the Playlink platform on the PS4, which has had a rocky start with some lacklustre titles with Melbits World being exception. Don't let the visuals fool you, Melbits World is an intense game that is both challenging as it is likely to break up long term friendships!

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The Sausage Factory 214 was edited by Chris O'Regan

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This week show host Chris O'Regan talks to Alex Knight of Firebrand Games about their game Solar Flux. 

Few titles utilise the touch screen on the Nintendo Switch, yet it is more than capable of being used as an interactive tool for a variety of game as the iPad and Android tablets would attest to. Solar Flux was a game that was originally released in 2013 on those platforms and developer Firebrand Games decided that the Nintendo Switch would make an excellent platform for the game. Show host Chris O'Regan stumbled upon the title while browsing the eStore and after playing it for a while felt compelled to reach out to Firebrand Games to see if they would be willing to chat about its development and transfer to Nintendo Switch. Amazingly they agreed and this episode of The Sausage Factory is a result of that endeavour.

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The Sausage Factory 213 was edited by Chris O'Regan

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Show host and producer Chris O'Regan talks to Laurent Mercure of Chainsawesome Games about the design and development of Aftercharge. Team play in videogames can date back to as far back as Gauntlet with four players all working together to acquire as much treasure as possible before they were either killed by monsters or their health ran out. Things have advanced significantly since then with the arrival of MOBAs, MMOs and of course team based shooters. Aftercharge is a game by Canadian developers Chainsawesome Games that presses very hard on the team play aspect by forcing players to work with each other else face certain defeat. It's a unique aspect of gameplay to focus on and Aftercharge is sufficiently engaging and has a low barrier of entry that players will and do keep coming back for more.

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The Sausage Factory 212 was edited by Chris O'Regan

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Chris O'Regan talks to Emeric Thoa of The Game Bakers about Furi and asks how it came to be and its gestation into the amazing combat game we see today. Some say boss battles are the bane of video games, but not The Game Bakers. They subscribe to the view that they are the linchpin of action adventure games to the point where their latest game, Furi, consists almost entirely of boss battles.This is a reprise of an old episode of The Sausage Factory. It features The Game Bakers and their action adventure title, Furi.  

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The Sausage Factory 104 remastered was edited by Chris O'Regan

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This week, show host and producer of The Sausage Factory Chris O'Regan chats to Jordan Thomas of Question about the development of The Blackout Club. What if you were powerless and you only had your wits and your faith in your friends to aid you? What if you faced seemingly insurmountable odds and happen to be living in a small town in the US in the early 2000's? What if that small town had been overtaken by a powerful and malevolent force that only you and your friends could see? Well you'd probably be playing The Blackout Club, a co-op action adventure horror game that puts players in the role of kids trying to fight off an evil being that has the adults in this  town under its thrall.

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This week, Chris O'Regan chats to Chris Seavor and Shawn Pile of Gory Detail about the creation of The Unlikely Legend of Rusty Pup. A vast majority of puzzle platform games grant direct control of the main protagonist and demands the player understands the complexities of solving puzzles while overcoming dexterity based challenges. Some, however, go a different route by demanding the player alter the environment the character is in to ensure their passage to through a level is safe and productive. This is a tricky thing to pull off, but Gory Detail, the creators of The Unlikely Legend of Rusty pup have managed to pull it off with some significant success.

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This week, Chris O'Regan chats to Haley Uyrus of Failbetter Games about how Sunless Skies was developed and how it compliments their other two titles. Failbetter Games have created three games that are based in the same alternate reality universe where the laws of physics we enjoy in our own do not apply. These three games are Fallen London, Sunless Seas and Sunless Skies. The last title is the subject of this episode of The Sausage Factory and show host and producer Chris O'Regan chats to Haley Uyrus about how Sunless Skies was developed and how it compliments the other two titles.

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This week host Chris O'Regan chats to Mila Ilek of MuHa games, the creators of Thea 2: The Shattering about how it came to be. Many medieval based games gloss over how hard life was in those times. The safety nets we enjoy today were utterly absent and life was a constant struggle. Thea: The Awakening and its sequel Thea 2: The Shattering are titles that are based in a mystical realm where magic is real and strange monsters lurk in almost every dark corner and pulls no punches as it models how harsh life was back then. The player takes on the role of a deity that is charged with guiding a small party of people who live in the world the player oversees. This is a very deep game with minutia embraced as a key component to the experience it delivers.

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Crashlands is one of those rare breed of games that approaches a genre that is tough to develop for yet pulls it off with some very clever design decisions driven by relentless playtesting. We are referring to survival action adventures that first came into being with the arrival of Minecraft. Chris O'Regan chats to Sam Coster of Butterscotch Shenanigans about the development of Crashlands and how it broke free from the shackles of the aimlessness game play experience that blights many titles in this genre.

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This week, Chris O'Regan chats to Space Mace about their autorunner/puzzle platformer for 1-4 players, Joggernauts.

Runners have become the mainstay of many a mobile and console game. Titles like Canabalt, Bit Trip Runner and Alto's Adventure have all gathered a significant following. The major negative against them is the lack of multiplayer component. Space Mace, the creators of Joggernauts spotted this and decided to fill that gap by creating a 4 player co-op runner game that has players navigating a tricky maze of platforms as they run from left to right. Show host Chris O'Regan first saw Joggernauts at PAX West 2018 and just had to have Space Mace on as guests of The Sausage Factory to chat about it.

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This week, Chris O'Regan chats to Theodore Waern, Henrick Englund, and Mathias Jonhansson of Sky Goblin about their soon to be released title, Hellfront: Honeymoon.

What if you took the manic attacking play that occurs over a period of a minute in a 45 minute long RTS game and made it into an arcade shooter? Well that is exactly what Sky Goblin have done with Hellfront: Honeymoon.

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This week, Chris O'Regan chats to Simon Joslin of The Voxel Agents about how The Gardens Between was dreamt up.

Time is the 4th dimension, or so we are told. So what happens when you alter matter within the flow of time, is it the river Einstien claimed it to be? Well not if The Gardens Between is anything to go by! After playing this thought provoking and mind bending game at PAX West 2018, show host Chris O'Regan had to have the developers on as guests of The Sausage Factory.

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Host Chris O'Regan chats to Jordan Hemenway of Refract Studios about how Distance was originally conceived and brought into being.

When is a driving game a platformer with amazing electronic trance music and saw blades the size of a house that can slice bits off of a car? Well that's when it becomes Distance, the puzzle platform game by Refract Studios.

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Host Chris O'Regan talks to Andrew (Dru) Erridge of Systence Games about how they created The Maestros.

When genres collide it can leave a bit of a mess at times, with one gameplay type struggling against the other. But with The Maestros that is far from the case. A wonderful blend of FPS, MOBA and RTS all meshed into a really engaging team based multiplayer game that asks a lot of questions of the genres it is built from.

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Chris O'Regan talks to Tomas Rawlings of Auroch Digital about how they created Achtung! Cthulhu Tactics.

Tabletop games have seen a massive resurgence of late and Achtung! Cthulhu Tactics, a miniatures tactical combat game by Modiphius Entertainment has been converted into a turn based strategy game by Auroch Digital. Combining the strengths of XCOM with the stress levels found in Darkest Dungeon, this triumph of a game caught the attention of show host Chris O'Regan during PAX West 2018 and he had to have the developers on as guests to talk about its development.

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Chris ORegan talks to Alex Thomas, Matt Rhoades, and Arnie Jorgensen of Stoic Studios about how The Banner Saga 3 was developed.

This is the 200th episode of The Sausage Factory, a podcast that was invented during a conversation in a pub during EGX 2013. Five years later and it somehow reached this amazing milestone. We thank all of the guests and you, our listeners, for sticking by the show for all this time. As of episode 201 the podcast is moving to a new home over to Cane and Rinse. The feed will not change and archives from previous shows will be accessible after the move.

Tactical RPGs have a long history of being a somewhat celebrated genre with the Shining Force and Final Fantasy Tactics games being the most famous. Stoic Studios decided to bring this genre into the 21st century by making the Banner Saga trilogy of games and this milestone episode of The Sausage Factory podcast attempts to reveal how the last game in the trilogy was made.

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Chris O'Regan talks to James and Michelle Silva of Ska Studios about how Salt and Sanctuary was developed.

In the midst of gaming past independent games made their first foray into console platforms in 2007 when Xbox Live Arcade started supporting games being developed by small studios. Dishwasher Vampire Smile was one of the first games to appear on this fledgling platform and now, 11 years later, Ska Studios, the creators of that seminal title have returned with Salt and Sanctuary. Actually they returned in 2016 with this game, but now it is released on the Nintendo Switch so we thought that would be an excellent excuse to have Ska Studios on to chat about it.

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Chris ORegan talks to Dan Smith of Dan Smith Studios about how The Spectrum Retreat was developed.

Seemingly trapped in a strange hotel that is staffed entirely by robots, the player finds themselves breaking into a forbidden area under the guidance of a disembodied voice. Assuming they have the players best interests at heart, the player has no choice but to follow the advice given by this voice.

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Chris O'Regan talks to Diarmid Campbell of the University of Cambridge about how Wired was developed.

Educational games are typically very bad, for a whole variety of reasons and the challenge to make one that is both educational and entertaining is one that was presented to Diarmid Campbell by the Engineering department of the University of Cambridge and he rose to it. The fruit of his efforts is Wired, an excellent game that describes the intricacies of electrical circuits and how currents pass through them via the medium of video games.

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Chris O'Regan talks to Max Bernardi of Daedalic Entertainment about how State of Mind was developed.

What if your memories could be replaced by someone elses? What is reality at that point? These are the questions that State of Mind tries to answer and does an excellent job of it in the form of a hybrid point and click/action adventure game.

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Chris O'Regan talks to Edvin Aedma of Luminous about how Circle Empires was developed.

When you consider 4x games you normally think of titles like Civilization or Stellaris. These are grand scale titles that take many hours to complete. But what if you did away the with the complex resource gathering and unit creation and just go in and obliterate everything in the player's path. That is what Circle Empires is all about, cut out the middle man and get straight to the point, taking over everything to make the universe a better place.

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Chris O'Regan talks to Keaton White of Abyssal Arts about how City of the Shroud was developed.

Tactical RPGs normally have a turned based system, but Abyssal Arts decided the toss that aside and make a real time strategy game that also has a persistent universe. Show host Chris ORegan first saw this amazing game at EGX Rezzed and just had to have the developers on as guests to chat about it.

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Chris O'Regan talks to Anthony Giovannetti about how Slay the Spire was developed.

Card games and video games have become quite common in recent years thanks to the continued success of Hearthstone and Magic the Gathering, both of which are extremely successful games thanks to the ease with which card games can be played in a digital format. MegaCrit, the makers of Slay the Spire have created an exceptionally fun game that has attracted a lot of attention in the gaming sphere.

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Chris O'Regan talks to David Miller and Jon Wingrove about how Bomber Crew was developed. World War II bombers have often been simulated in videogame form, be it B17 Bomber on the Intellivision through to B-17 Flying Fortress on the Amiga, Atari ST and PC. Runner Duck Games have taken another look at the simulation of managing a crew in a flying fortress with Bomber Crew on consoles and Steam platforms.

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Chris O'Regan talks to Christopher King about how 20XX was developed. While videogame development has evolved significantly over the past 30 years, there are still some aspects of older titles that have stood the test of time. But what if you took some of those design elements and mashed them together with more modern concepts? Well this is what happened with 20XX and after appearing on Steam late last year 20XX has made its way across to the console

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Chris O'Regan talks to Yngvill Hopen about how Pode was developed.

Friendship is a theme often described and featured in video games and Pode is an excellent example of this. A cooperative puzzle adventure game for the Nintendo Switch, show host Chris ORegan first encountered Pode at the SIX event during PAX West 2017. So enthralled was he of Pode he invited the developers, Henchman and Goon to appear as guests on The Sausage Factory. Amazingly they agreed.

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Chris O'Regan talks to Nick Cellini about how Ashi Lake of Fire was developed.

Esoteric puzzle games are difficult to develop as they can fall into the trap of being far too frustrating for their own good. Ashi Lake of Light does not fall into thios trap as it gently eases the player into how each of the player mechanics interact with one another as the player progresses between each level. The concept of guiding a fire fly through a course of lanterns that all have varying degrees of brightness is a simple one, yet creates a very interesting and challenging game.

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Chris O'Regan talks to Chris Cullen and Craig Taylor of Lunar Rooster about the creation of Sky Noon.

Not every team based shooter has to be violent and Sky Noon, a variant of the Team Fortress model is certainly not in any way blood thirsty. With everyone armed with little more than puffs of air, the body count is kept to zero yet this does not at all diminish the level of entertainment Sky Noon delivers.

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Chris O'Regan talks to Alfred Nguyen of ThroughLine Games about the creation of Forgotton Anne.

Have you ever wondered what happens to that missing sock that your swear you put into the washing? Or that pair of amazing sun glasses that you left behind while on a beach? Well they are now Forgotlings according to the world of Forgotton Anne, a game by Danish developers ThroughLine Games.

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Something quite odd and wonderful happened in the early '80s in the UK. It was the sudden arrival of 8 bit computers on the high street, and the nation became gripped by these underpowered computers that no-one knew what to do anything with. These machines ushered in the UK's videogames development industry. Tom Lean chats to show host Chris O'Regan about his recently released book, Electronic Dreams, which charts the history of this key part of computing history.

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Battlefleet Gothic Armada is a strategic combat game that focuses on the interstellar combat set in the Warhammer 40,000 universe. In this episode we cover how tabletop games are increasingly finding their home on the PC and also delve into how such a rich a vast world that is Warhammer 40,000.

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Slitherine Games is both a developer and publisher, but lately it has been focussing its efforts in the publishing side of things. Show host Chris O'Regan chats to Marco Minoli from Slitherine about how it has carved out its very own corner of the video game industry by publishing turn based strategy games for the PC and iOS and Android tablet platforms. Marco has been working in the industry for a very long time and his breadth of experience shines through in this show along with his continued enthusiasm.

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There are very few developers that can boast about remaining in existence for 25 years and Revolution is one of them. Launched in 1991, the developer made its debut with Lure of the Temptress, a point and click adventure game that show host Chris O'Regan remembers very fondly playing on his Atari ST back in the dim and distant past. After all these years Chris finally meets one of the founders of Revolution in the form of Charles Cecil; a veteran of the video game development community he has been making games for over 35 years.Revolution are on the brink of releasing a collection of all of their games that they have released to date in a special collectors edition and Charles has agreed to appear on The Sausage Factory to talk about it.

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The cross over between board game and video game continues to blur, especially with the arrival of Acaratus from Nodbrim Games. Show host Chris O'Regan talks to Martin Kupski about how he and his small team came up with Acaratus along with how he sees the merger of two very different forms of gaming continues to become less and less tangible.

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Show host Chris O'Regan first got his taste for programming on a Sinclair ZX81 way back in the distant past of the early 1980s. 35 years later Gary Plowman creates and publishes a book last in 2015 called ZX Spectrum Games Code Club, which is on the development of games on the ZX Spectrum. Chris immediately jumped on it and started making games on one of his many Spectrums to relearn the skills that left him many years ago. The strength of the book is the crystal clear description of what the code did and is very much written with the novice in mind.Music from the show comes from three ZX Spectrum games using the 1 channel beeper and not the 128k version of the machine that appeared later on in the machine's life that had a dedicated sound chip. The tunes are, in order of play, Enigma Force, Blade Runner and Chronos.

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The brilliantly named Foam Sword Games join Chris O'Regan on The Sausage Factory to talk about their recently announced and crowd funded game, Knights and Bikes. Moo Yu is one half of the developer who has been making games for quite a long time and he has worked with Insomniac Games as gameplay programmer for the Ratchet and Clank games and Media Molecule on Little Big Planet titles. Moo talks about his studies at UCLA and his eventual migration to the UK where he found a place to make non-violent games with rich worlds and story lines.

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There has been quite a renaissance in space games of late and Fractured Space is a relatively new title that has been brought into existence by Edge Case Games. Their previous title was the excellent Strike Suite Zero, which was well received despite publishers declaring it to be a non starter because it was set in space. Show host Chris O'Regan chats to James Brooksby the CEO of Edge Case Games about Fractured Space along with his very storied history in the video game industry.

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Show host Chris O'Regan stumbled upon Poncho at EGX Rezzed in 2015 and was drawn to the incredible graphical style and animation it offered along with the very odd use of depth of field in its gameplay. Almost a year later Danny Hayes, the lead developer of Poncho, is a guest on The Sausage Factory where he chats how he made his start making free to play games on mobile platforms and eventually broke out into the realm of indie games via Poncho.

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Erich Schaefer is one half of Double Damage Games, the other being Travis Baldree. These two used to work at Runic Games where they made Torchlight 1 and 2. Now they have spun off and made Rebel Galaxy, a spaceship captain simulator that has blasted its way onto Steam recently and is getting a lot of attention. Show host Chris O'Regan chats to Erich about Rebel Galaxy as well as his involvement with Blizzard and the creation of the Diablo games.

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Show host Chris O'Regan happened upon Kingdom at PAX Prime 2015 and was drawn to its simple interface hiding a very deep and complex game. With the game now out on Steam and heading to Xbox One, Chris chats to developer Marco Bancale, an Italian ex-pat who lives in Iceland about Kingdom as he is one half of the team that made the game. The other being Thomas van den Berg, who is based in Holland. The pair have made an astonishingly compelling game that is very deep yet has a minimalistic interface. Chris asks Marco about his history in video game development, including his involvement with creating demos on PCs in the early 1990s.

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Paul Neurath has been making games for over 30 years and he has co-founded OtherSide Entertainment and by doing so brought about the creation of Underworld Ascendant, the 3rd game in the Ultima Underworld series, which does not have the word Ultima before it. This is because EA still own the rights to the Ultima series and so the 3rd game in the series cannot take on that moniker. Be that as it may, OtherSide Entertainment has forged ahead and crowd funded a new game based within the celebrated Underworld series from the late 1990s. Show host Chris O'Regan talks to Paul about his long history in the industry including his time at Looking Glass Studios.

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The American Civil War has been the subject of video games on a few occasions, with North and South being one of the most celebrated. What Campfire Games, creators of War of Rights hope to bring this conflict back under the video game spotlight by bringing a squad-based FPS into being. Chris O'Regan chats to Clark Morningstar, who is the historical advisor for War of Rights about the difficulties the team faced when simulating muzzle loaded rifles.

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The 4x game is easy to play and very hard to master, thanks primarily to the known unknowns that are presented to the player. Beyond Sol is a game that ostensibly looks like a 4x game, but turns out to be something more akin to an RTS. The player starts out creating and city and flying around space in a ship they are given from the outset that has some limited capabilities. Eventually other cities appear and factions start to exert their authority across vast swathes of space. Chris O'Regan chats to Praxia Entertainment about Beyond Sol amongst many other things to boot.

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Pool and snooker games have been a staple of video games almost since their inception. The draw of ball physics seemingly too strong for game developers to resist. Pool Nation FX is the latest in a long line of these games and developers Cherry Pop Games hope to bring the genre into the current generation of consoles and now PCs. Topics covered in this show include the intricacies of creating multiplayer-focused games and the sheer fun to be had doing trick shots.

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Some developers start out in their career only to drift away from it for decades until they find themselves drawn to it again. This is the story of Philip Pardoe who joins show host Chris O'Regan as he describes how he forms half of Once More with Gusto, an indie developer who has made Eternal Step that is out now on Steam. A Rogue like, it is a deeply challenging yet compelling game to play that exudes nuance.

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You would be surprised how many full games are born from game jams. Tango Fiesta is just such a game as it came into being during EGX Rezzed 2012 where Andrew Smith joined with a collection of other developers to make a game that is set in the 1980s. Three years later and a lot of development and effort the game is now out on Steam and Andrew chats to Chris about his beginnings making mods through to being a full blown game developer.

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What will happen to the Earth after we are gone? This is a question that Mushroom 11, a puzzle platformer that needs mouse control attempts to answer. Show host Chris O'Regan delves deep into the post apocalyptic soil along with Untame Games, the makers of Mushroom 11, to try and discover if the answer the game provides is sufficient. Topics covered includes the need to make games for the sake of it, the teaching of odd game play mechanics and subtlety of story telling without insulting the players intelligence.

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Descent is a game that has a special place is show host Chris O'Regan's heart. So when he happened upon Sublevel Zero at this years Rezzed it took a great deal of effort for him to not well up and shed a tear or two. So impressed was he by Sublevel Zero that he wrote this hands on preview of it here. Chris invited SIGTRAP games onto The Sausage Factory during Rezzed and six months later they finally agreed to take part in the show following the full release of Sublevel Zero. Many things are discussed in this show and it is one of the longest episodes ever and the discussion is a fascinating one.

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Giants: Citizen Kabuto was a very unique action adventure game that had the players trying to take on a mountainous giant who seemed initially invincible but could eventually be overcome. Carrying on from this concept, Rogue Rocket Games has started developing First Wonder, a game that takes a great deal of inspiration from Giants: Citizen Kabuto. This does not come as any great surprise as one of the founders of Rogue Rocket Games is Nick Bruty, the very person who also designed Giants: Citizen Kabuto. Show host Chris O'Regan talks to both Nick and Richard Sun, the co-founders of Rogue Rocket Games about First Wonder and a great many other things.

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Show host Chris O'Regan regularly bumps into Greg Kasavin at PAX East and PAX Prime as a key member of the Supergiant Games team. They made Bastion and now Transistor for console, PC and mobile platforms and Chris and Greg chat about the recent port of Transistor to iOS. Topics covered include Greg's move from video game journalism to creating games and how he was inspired by the works of the now defunct Orion Studios.

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Show host Chris O'Regan stumbled upon Call of Champions at PAX Prime 2015 and met with Gary Gattis of Spacetime Studios, the Austin TX based developer of the MOBA that happens to be on mobile. With a traditionally long-form game being squeezed into a mobile platform, Chris was impressed with how Spacetime Studios had seemed to pull off the impossible by making a compelling MOBA on mobile platforms. Chris chats to Gary Gattis and Cinco Barnes of Spacetime Studios about Call of Champions as well as a great many other things, including their storied history of video game development and how they have been working on long-form games for mobile platforms for some time.

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Mash-ups of game genres can be a little hit and miss as they focus on aspects of their respective genres that are not complimentary to one another. Thankfully, Strike Vector EX does not suffer from this as it manages to bring together FPS gameplay mechanics into air combat sims, which was last attempted in games like Descent. Show host Chris ORegan chats to Paul Chadeisson of Ragequit Corporation about Strike Vector EX, along with his years playing Quake 3 and Unreal Tournament

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The art of rocket jumping is something show host Chris ORegan first encountered in Doom. Never did he ever consider that someone would make a platform game that would use this as a base method of actually moving. Candescent Games has proven Chris wrong by making Tinertia, a platform game that has no jump mechanic and relies entirely on the use of rockets to move the little robot that is the main protagonist of Tinertia. Chris is joined by Lead Programmer and founder of Candescent Games Vilas Tewari to chat about Tinertia and many other things.

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The game Chess has been in existence since the 15th Century and has remained pretty unchanged until Battle Chess arrived in 1988, care of Interplay when Chess took on a very animated form. With almost 30 years passing with little to no new takes on Chess being made, Australian developers Hammerfall Publishing takes on the celebrated Warhammer 40,000 universe and squish it into a Chess game, of sorts. For they have meddled, something that does not always go well when it comes to something as elegant as Chess, but meddled they have and show host Chris O'Regan was impressed with what Hammerfall Publishing has done. Chris talks to Project Lead Cathrin Machin about many things including PlayStation Home and of course Chess.

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Mike Bithell, a name that many equate the the voice of independent video game developers lends it to appear on the 69th episode of The Sausage Factory. We go through his history of being encouraged to make games from a very young age. He was also one of the first people to attend a game design degree and then went on to work for larger studios before striking out on his own to make Thomas Was Alone. Now he has just released Volume, a game that show host Chris O'Regan first encountered at EuroGamer Expo 2013. Now, two years later, Volume is out and Chris chats to Mike about it as well as Metal Gear Solid V.

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Show host Chris O'Regan stumbled upon Guild of Dungeoneering at Rezzed 2015 and finally gets Gambrinous, the developers of the game behind the microphone to chat about the game. Colm Larkin is the founder of Gambrinous and he has released Guild of Dungeoneering with the help of publisher Verses Evil onto Windows PC and Mac. Subjects touched upon are how card games are a form of programming, the importance of visual feedback to the player and how Guild of Dungeoneering evolved from an idea in a GameJam into a fully fledged game.

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Ever since the arrival of tablets the cross over between video games and board games has become ever more blurred. So blurred that many table top games actually use tablet apps in order for people to play the game. Nova Blitz is a cross over title that simulates a card game on PCs and tablets by infusing components of video games into a collectable card game. Show host Chris O'Regan talks to Paul Barclay of Dragon Foundry about his long history in table top games and how he has made the transition into video games.

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Show host Chris O'Regan first encountered David Brevik, the CEO of Gazillion Entertainment at Gamescom 2012 where he was showing off Marvel Heroes, a brand new Action RPG MMO that he was on the brink on releasing it to the unsuspecting public. It wasn't quite ready when it did arrive and in response to this Gazillion Entertainment went to its player base and asked them what they could do to fix it. In this unprecedented move Gazillion Entertainment made Marvel Heroes into Marvel Heroes 2015 and it is a very different game from when it first appeared. Topics covered in this episode Davids time at Blizzard and how he made Diablo and Diablo 2 as well as a bunch of indie games including Dream Quest on iOS.

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Music and video games have had a long history and The Sausage Factory has not been shy in talking to developers of games that make music more integral to the gameplay experience. Spectra by British developer Gateway Interactive is a game that uses procedural based content creation that is linked directly the music that is being played. Inspired by F Zero, Spectra has players controlling a ship that flies along a narrow pathway that the player must try to keep on while avoiding obstacles. Show host Chris O'Regan chats Jenny Eckloff, the Communications Manager for Gateway Interactive about Spectra and hamsters.

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In the dim and distant video game past rose a game that would devour many an hour of hundreds of thousands of computer game and football fans. That game was Football Manager and it appeared on a myriad of platforms most of which have long since vanished into obscurity. Kevin Toms was the creator of Football Manager and now, 35 years later he has returned with Football Team Coach on iOS platforms. Show host Chris ORegan chats to Kevin about his long history in video game development and the purity of Football Team Coach.

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Show host Chris O'Regan has a bit of a thing for MOBA games and so it come as no surprise to see that he has spoken to some developers of said genre here on The Sausage Factory. This episode features Todd Harris of Hi-Rez Studios to chat about SMITE a third person over the shoulder viewpoint MOBA game that first caught the show hosts attention when it was being demoed at PAX Prime in 2012. With SMITE arriving on the Xbox One console, Chris chats to Todd about how the game is being converted from its Windows PC native

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The Sausage Factory takes a departure from its normal output by chatting to a retail outlet rather than a game developer. Indie Game Stand is an online retailer that specialises in selling independently developed video games that are curated before being submitted for sale on the site. This vetting process has created a quality standard that prospective games must match before being deemed to be considered within the virtual shelves of Indie Game Stand. Show host Chris O'Regan chats to Matt Cangialosi, the Marketing and Community Manager of Indie Game Stand. Topics covered include the current generation of consoles and the sheer number of games that are now being released.

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Umbra is a hack n slash RPG that draws a lot of inspiration from the likes of Diablo as well as Fallout and the Elder Scroll games. What makes Umbra unique is the use of the Crytek engine as opposed to Unity. This makes Umbra look extremely vibrant and highly detailed when compared to other games of similar ilk. Show host Chris O'Regan chats to Daniel Dolui, the programmer for Umbra about his start as a developer of mods for Battlefield 2 and Crysis. Umbra is currently in the middle of a Kickstarter campaign that ends on 14th June 2015

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When making choices in games it's important to get some kind of feedback to the player for the consequences of them. Kyn is a game that is built around this key concept and even changes how its story unfolds depending on the actions of the player and how interact with the creatures within it. Co-developer Victor Legerstee chats to show host Chris ORegan about how Kyn evolved and why it does not have a dice rolling mechanic running underneath it, as well as many other topics.

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Michael Lyashenko is the founder of Tasharen Entertainment, the creators of Windward. A sole developer who created Windward using Unity, an engine he is extremely well versed in its use as he developed a third party front end for it. This actually distracted him away from creating Windward, but it did enable him to wield the engine with a tremendous amount of proficiency. The end result is the co-op role playing game Windward, which is a very different type of game in that genre as the player controls a single ship with some assistance from AI controlled allies as well as other players who can work together for a common goal.

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Many aeons ago show host Chris O'Regan used to love playing a game called Asphalt on his Amstrad CPC 464. It featured a petrol tanker that was getting attacked by other vehicles all of which are armed to the teeth. 30 years later Chris happens upon Convoy at Rezzed 2015. This too featured a large vehicle that the player has to defend from continued attacked from heavily armed smaller vehicles. This time around, however, the player also has their own fleet of escorting units that can counter the attacks of the enemies that will not rest until the player's main truck is destroyed.Show host Chris O'Regan chats to Sander de Visser about how he got involved in making Convoy and how it came into being. Topics covered include how higher education handles game development courses and how amazing Pillars of Eternity is.

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This is a very special episode of The Sausage Factory in which we have a returning developer in the form of Roll7. They first appeared in Episode 9 when they had just released OlliOlli and we have them on again to talk about Not a Hero, a game show host Chris ORegan has been following since he first encountered it at Rezzed 2014. Fast forward a year and Not a Hero is on the brink of release, with its arrival set for 7th May 2015 on Windows PC via Steam. Not only that, but the team has just been nominated for a Develop award in the Micro Studio category!Chris chats to Jake Hollands of Roll7 about his role in making Not a Hero and how he managed to pass his graphic design degree despite ignoring the official syllabus by focusing solely on video games. Other topics discussed includes how Hotline Miami was made using Gamemaker and how the 2.5D graphical style that Not a Hero has came into being.

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What does a man do when he's spent 7 years helping Blizzard creating the rendering their infamous CGI videos for their games, the most famous of which was the Starcraft 2 reveal, which featured the marine barking 'Hell! It's about time' as a sign off? Well if you are Tyler Hunter you quit and make a game about a demented demon who just wants to see the world burn. Or maybe that should be worlds? Anyway show host Chris O'Regan chats to Tyler about his storied history in the video game industry and how he came about making Rack 'n Ruin.

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Game jams have given birth to a surprising number of full releases in recent years, and Inside My Radio is a product of that ever so chaotic and creative experience. Show host Chris ORegan talks to Oliver Penot of Seaven Studios, the creators of Inside My Radio. Oliver is a producer with a long and prestigious history in the field of video game creation. Chris talks to Oliver about how he made his start and the influences he is drawn to when making games.

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As a child, show host Chris O'Regan would spend many an hour making obstacle courses with various household items and then send Matchbox toy cars through them to see what happened. Typically this resulted in a lot of destruction, which was directly proportionate to how much fun each course turned out to be. Sadly the family cat was not too keen on it and demonstrated this by taking great delight in knocking things off of the courses for its own amusement. In a similar fashion to this childhood pastime, Keebles by Burnt Fuse is a game that features a series of tracks that the player must navigate through by constructing a vehicle from a selection of limited resources. The player has very little interaction with the vehicle, they simply set it off and see what happens to it as it hurtles across the 2D landscape. Show host Chris chats to Gavin Gregson and Felix Thiang, the founders of Burnt Fuse about Keebles, the first game the developer has created.

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Show host Chris O'Regan stumbled upon Dungeons of Aledorn in Kickstarter and decided to reach out to Team21 to come on the Sausage Factory podcast and shockingly they agreed to come on! Daniel Nezmar and John Riha at length about how they started working on Dungeons of Aledorn along with learning C++ and C#, old Amiga games and the value of making challenging games in the face of the likes of Flappy Bird.

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Ryan Cash is the founder of Snowman, a small indie developer who specialises in iOS games. Their latest title, Altos Adventure, caught the attention of show host Chris O'Regan via Twitter thanks to Matt Murray, friend of the Joypod podcast. Chris invited Ryan to come on The Sausage Factory to chat about his game and amazingly he agreed. This show is the result of Ryans guest appearance where he talks about his time as an iOS developer since the very first iPhone appeared back in 2007 and how he admires others who are forging their path in the highly competitive realm of iOS games.

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Strategic Simulations Inc. (SSI) was a company that had a long history of making very complex and deep games for the PC, Apple IIe, Commodore 64, Amiga and Atari ST in the 1980s and into the turn of the century, which was eventually absorbed into Ubisoft. David Shelley and David Klein have created a new company, Tactical Simulations Interactive (TSI) that is a spiritual successor to SSI. As part of the launch of this new company, a new RPG game is being developed called Seven Dragons Saga.

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In this the fiftieth episode of The Sausage Factory show host Chris ORegan talks to Lawrie Russell, the maker of Trash TV a fiendishly difficult yet fun puzzle platformer game that has the player controlling a busted up TV who is trying to find their remote control. Chris and Lawrie talk about game development degree courses, DOTA2 and of course the very unique aspects of Trash TV that make it worthy of people's time.

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Show host Chris O'Regan first ran into Hand of Fate at PAX East 2014 where he met Morgan Jaffit who was demonstrating the game. With Chris having a deep affection for table top games, the mix between card game, choose your own adventure and Batman Asylum combat the temptation to play Hand of Fate was too much to bear. A year later Hand of Fate is now complete and out for Windows PC, Mac, Linux, PS4 and XBox One. Chris and Morgan catch up since their last meeting and chat about quite a variety of subjects including the Zeroth Law of Robotics of all things.

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A bit of a departure for The Sausage Factory in that it is covering a port of a game. Warhammer Quest was originally developed for iOS by Rodeo Games and was released in 2013 to great success. Chilled Mouse offered to make a desktop version of the game for Windows, Linux and Mac and Rodeo Games agreed to do that and it now resides on Steam in a new and improved version of the mobile game. Show host Chris O'Regan chats to Ian Baverstock, founder of Kuju Entertainment and now Chilled Mouse about how this port came about and the challenges that have been faced by the fledgling publisher.

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Show host Chris ORegan talks to Peter Malamud Smith, the creator of Satellina and chats to him about how he made the transition from writer and commentator to creator of games.

Satellina is a challenging and thoroughly enjoyable puzzle action arcade game that has just appeared on the iOS and Android mobile platforms.  Subjects covered include the purity of gameplay, how difficult games were in the 1980s and how well written the script to Earthbound is.

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Show host Chris ORegan chats to Katherine Bidwell, the director of State of Play Games the maker of Lumino City.

The reappearance of point of click adventure games has been a welcome one and there is a veritable plethora of titles that have appeared over the past five years and Lumino City is a welcome addition to this style of game. A sequel to Lume, Lumino City sports a unique graphical style as it is based on hand made objects that have computer animation super imposed onto them. A developer that started out making Flash based games for various companies until they started releasing their own game, Headspin Storybook on iOS platform. Topics covered in this episode include the reason why point and click adventures faded away in the late 1990s and how Blizzard made its name making a very unique role based platformer game on the Megadrive and the Amiga.

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Show host Chris ORegan talks to Craig Howard, the Creative Director of Lucid Studios the creators of Geometry Wars 3 Dimensions about how the game came into being as well as a clutch of other topics including making games on old mobile phones and ultra rare Dreamcast shoot-em-ups.

When the Xbox 360 first appeared in 2006 it came with the Xbox Arcade, which was a new platform to deliver smaller games. One of those games was Geometry Wars, which rapidly became one of the most popular games on the system. With the demise of Bizarre Creations, the creators of the Geometry Wars games, the hope that a new title in the franchise were dashed. That is until Activision resurrected the Sierra label and decided to publish Geometry Wars 3 Dimensions on practically every current platform.

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Chris O'Regan chats to Joe Brammer of Deco Digital about Pneuma Breath of Life as well as many other subjects including the death of the modding community in the face of the rise of indie games.

Puzzle games generally teeter on the brink between maddeningly impossible to tediously easy. Pneuma Breath of Life is a first person perspective game on the Xbox One that uses the Unreal 4 Engine to create a world that interacts with the player depending on what the player is looking at. The player must keep an object in their vision at all times in order for a trigger effect to occur. This unique aspect of Pneuma Breath of Life made it stand out in the plethora of titles that were on show at EGX. 

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Chris O'Regan chats to Daniel Linssen about The Sun and Moon.

When is a platform not a platform? When it turns into water and reverses the polarity of gravity. At least that is the case with The Sun and Moon. Show host Chris O'Regan first discovered The Sun and Moon at EGX 2014 but only managed to play it at Play Expo in Manchester. Using minimalist visuals, The Sun and Moon relies on both momentum and the acceptance on the part of the player to use the changing nature of the platforms to move around any given level. Developed by Daniel Linssen who is based in Sydney, Australia Chris chats to him about the Sun and Moon as well as a plethora of other topics including the cross over between tabletop and video games.

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Chris O'Regan first chats to Martin Brouard of Frima Originals about Chariot.

When describing the core game play mechanic of Chariot you can be forgiven in thinking that it is the product of a diseased mind. Having to lug around the coffin of the main protagonist's father and former king of the realm is more than a little disturbing, but that's exactly what Chariot expects you to do. Chris first encountered Chariot at PAX Prime 2014 and now that it is out on XBox One, PS4 and Steam it only seems fitting to have Martin Brouard of Frima Originals to chat about it on The Sausage Factory.

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Chris O'Regan chats to Samantha Kalman of Timbre Interactive

Music and games are two passions that Samantha Kalman of Timbre Interactive has decided to merge into one by making Sentris. While working at Unity she played a lot of Rockband and from that experience decided to make a music based game. Topics covered include abstract games of old, the art of making music and how Sentris is just as much a video game as it is a musical instrument. All of the music in this episode was produced by show host Chris ORegan using Sentris.

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Show host Chris ORegan chats to Psycho Interactive, the makers of Voxelfield.

There are a lot of MOBA games out there and Voxelfield hopes to be one of them. Currently in the midst of a Kickstarter campaign to get the game funded, which is a game Chris discovered while at Play Expo 2014 in Manchester. Chris chats to the developers about the destructive scenery of Voxelfield and the fact that the heroes are giant robot mechs piloted by mercenaries all working for private military contractors. Other topics covered include how to deal with toxic community members within Voxelfield and how the AI controlled creeps use the destroyed scenery for cover.

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Ryan Payton of Camouflaj joins show host Chris O'Regan to talk about Republique.

It bears a remarkable resemblance to a console game yet currently exists in mobile platforms that are more likely to see match 3 games. Despite this Republique has been a phenomenal success following its Kickstarter campaign the episodic sneak'em-up is about to have the 3rd episode out of 5 released on the 23rd October. Topics covered include Destiny, Metal Gear Solid, Destiny, Halo and Destiny.

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Chris ORegan talks to Dan Holbert the designer and programmer of Paperbound.

Paper and violence is the core to Paperbound. A four player 2D melee combat game in which each combatant has their own personal field of gravity and naturally much hilarity ensues. They chat about his history of playing and modding Quake 3, finding a weird bug in Halflife 2 and discussing arguments people have while playing Paperbound.

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Scott Harber joins show host Chris ORegan to chat about Chaos Ride as well as his long history in video game development.

Momentum is something that has been a focus of many games and Chaos Ride is very much part of that well trodden genre with the exception that it is stupidly fast. A first person racing game with the player flying down a tube, with the only way to maintain speed is to respect gravity. Once you understand that, you are golden as they say.

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Chris O'Regan and Howard Tsao of Muse Games discuss at length, along with why people are drawn to indie games over and above AAA mainstream titles.

The holy grail of multiplayer games is the creation of team based play that infuse a heightened sense of camaraderie between the participants , which is emphasised when in a LAN environment. Many games have tried to create this bond between players, some brilliantly and others not so much. Guns of Icarus by Muse Games is very much a team game and one that it has unique environment led design aspects.

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Show host Chris ORegan chats to Jay Myung of Aeria Games about Chaos Heroes Online.

There's a multitude of MOBA games out there and Chaos Heroes Online is another to enter into the fray while yelling PUSH MID. Show host Chris ORegan chats to Jay Myung of Aeria Games about Chaos Heroes Online as well as a plethora of other subjects including how difficult Megaman games are, why early MMO games wore their impenetrable nature with a kind of pride and how Chris cannot get distracted by spooky caves in Skyrim as he must finish the main quest, the weirdo. So join Jay and Chris as they expand on Chaos Heroes Online and why you should give it a go.

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Chris O'Regan chats to Shereef Morse and Marc Gomez of Tictoc Games about their very long history in making video games

Tictoc Games is made up of a group of video game development veterans that have been guns-for-hire for some time. Adventures of Pip is their first original IP game and they have launched a Kickstarter for it that ends on 4th October. Show host Chris O'Regan chats to Shereef Morse and Marc Gomez of Tictoc Games about their very long history in making video games and why Adventures of Pip not only deserves your attention, but also your backing via Kickstarter. Topics covered include poorly designed platforms games, Evoland and lego.

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Chris O'Regan encountered Cannon Brawl at PAX Prime 2014 where he asked the developers, Theresa Duringer and Peter Angstadt to come onto the podcast, and here they are.

Turtle Sandbox is made up of two people, Theresa Duringer and Peter Angstadt both veterans of the video game industry as they worked for Maxis on titles like Spore and Sim City. They set up Turtle Sandbox to strike out on their own and their first title is Cannon Brawl the 2 player 2D RTS game featuring the firing of cannons. Show host Chris O'Regan encountered Cannon Brawl at PAX Prime 2014 where he asked the developers to come onto the podcast, and here they are. Much is spoken about including Race for the Galaxy, XCOM, Ascension and of course Cannon Brawl.

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Chris O'Regan chats to Max Strzelecki and Dushan Chaciej from Polish developers One More Level about their debut title, Warlocks. Topics covered include DOTA, Counter Strike, Smash Bros.

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Chris O'Regan quizzes David Marsh and Karl Roelofs about their long history in video game development and how they think new comers to Shadowgate will deal with how incredibly difficult it is.

David and Karl have been making games for over 30 years and in 2012 they launched a Kickstarter campaign to fund the development of a remake to their 1987 adventure game, Shadowgate. This was successfully funded and two years later Shadowgate is now finished and is out on Steam. Listen to show host Chris ORegan quiz David and Karl about their long history in video game development and how they think new comers to Shadowgate will deal with how incredibly difficult it is.

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The Sausage Factory 31 was edited by Chris O'Regan

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Chris O'Regan talks to Michaël Peiffert about the games that have inspired him to make Out There.

Michaël Peiffert is co-developer of "Out There", from French video game developer Mi-Clos Studios. As their first game, it's caused quite a few waves within the video game industry since its arrival. A unique game that mixes rogue likes and choose your own adventure games. Some have likened it to FTL but without the combat, which is a little simplistic really. Listen to show host Chris ORegan talk to Michaël about the games that have inspired him to make Out There.

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The Sausage Factory 30 was edited by Chris O'Regan

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Chris ORegan chats to Neil Rennison of Tinman Games about Appointment with FEAR, a digital version of the Fighting Fantasy book from the 1980s.

We discuss his long history in the video game industry, which he spent most of his time designing and making tracks for racing games on the PSP and Nintendo DS as well as his inspiration being drawn from the simple act of creating good art. The second half of the show delves into Appointment with FEAR and how they have modified the original text and presentation to make it more of a comic book rather than a novel.

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The Sausage Factory 29 was edited by Chris O'Regan

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Another episode of The Sausage Factory brings you Let's Get Kraken Games and their first ever title, Runers.

Taking inspiration from Magic the Gathering in its spell crafting, Runers is being published by Mastertronic and is due to appear on Windows PC via Steam and many other digital distribution outlets in early September. During the discussion host Chris O'Regan and guests Mark and Sean cover such diverse topics as Dungeon Mastering to MOBA (multiplayer online battle arena) games.

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The Sausage Factory 28 was edited by Chris O'Regan

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Show host Chris ORegan talks to Terri Vellmann, the Sao Paulo based video game developer about Heavy Bullets.

Rogue likes are two a penny these days, but none are quite like Heavy Bullets. This game requires a tremendous amount of patience on the part of the player. Each level is randomly generated and the player is armed with a gun whose bullets must be collected and reloaded one at a time into the 6 chambers of the barrel.

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The Sausage Factory 27 was edited by Chris O'Regan

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In this episode of The Sausage Factory, Chris O'Regan talks to Alan about his inspirations behind 0rbitalis and his other projects.

Physics and astronomy, these two strains of science explain how the universe is tied together via a very weak force known as gravity. Inspired by this fact Alan Zucconi has developed a game that examines the concept of gravitational pull in the form of 0rbitalis. This relaxing title requires the player to fire a probe into a simple 2 dimensional solar system, which has celestial bodies orbiting around a sun in a circular form. The aim of 0rbitalis is to have the probe fly for as long as possible before it gets shot out into deep space or collides with a planet and/or sun.

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In this episode, Chris O'Regan chats to Mike Donatelli, product director at Carbine Studios about a vast myriad of topics from the overpowering influence of Dungeons and Dragons in video game industry through to how utterly brilliant Civilization is.

Subscription based MMOs are become a rare breed and to see Carbine Studios create and successfully release on in the form of Wildstar in a world where free-to-play is king as far as the genre is concerned is an impressive feat. We also talk about Wildstar of course and how it genuinely is a game made by people who actually like playing MMO games.

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Show host Chris O'Regan chats to Barry Meade of Fireproof Studios about The Room games as well as Barrys own history in developing games, which started in the early 1990s.

Chinese puzzle boxes are amazing objects that Fireproof Studios has made not one but two entire games about. With the melding of touch controls and intricate 3D imagery, The Room and The Room 2 games use Lovecraftian atmosphere to create a sense of menace and tension, which only serves to crank up the atmosphere of an already absorbing pair of games.

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Chris ORegan talks to Jóhann Guðjónsson of Icelandic developers Lumernox Games about this very interesting puzzle platform game.

When you split the control scheme for games it can go one of two ways. It can confuse and frustrate the player or bring an added dimension of play that would normally not be present. Aarus Awakening thankfully settles into the latter camp.

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This episode of The Sausage Factory features Danny Garfield, one third of Puuba who are based in Los Angeles, California.

Mash ups have been around for quite a while now and they have even made their way into the realms of tabletop games via Smash Up. Concursion takes on this concept head on by merging 5 game types that are inspired from the early 16 bit era of the 1990s. Many things are discussed including the painting walls with white board paint and the use of momentum in platformer games.

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The Sausage Factory 22 was edited by Chris O'Regan

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Simon Roth is very talented and something of a child prodigy when it comes to 3D modelling.

Starting out as a freelance 3D animation modeller at the age of 12 he eventually went to university and on to a start a PhD. Along the way he started to work on Maia, a space colony simulation that has just appeared in Steam on early access.

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Show host Chris ORegan catches up with Rich Gallup and Michael Leoncavallo of Boston, MA based Disruptor Beam

The world of Game of Thrones is oddly compelling, despite it being almost relentlessly grim. Disruptor Beam have created a very unique take on the world with their creation of Game of Thrones Ascent. A social RPG, it places the player into the role of a minor lord within Westeros and they can hire mercenaries for fight for them and raise their profile within the vast and dark realm that is Game of Thrones.

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Ever wondered what mental torture you are putting the character in the 1000th RPG you find yourself ploughing through?

Have you even once pondered how your player character feels about facing down a demon spawn that would tip you over the deep end at the mere thought of it, let along brain it with the Holy Hand Grenade of Antioch. Well, Darkest Dungeon does as it highlights the mental anguish the characters subject themselves to as they delve deeper into a dungeon they had no business being in.

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In celebration of The Bridge's arrival on Mac and Linux, Chris O'Regan chats to Ty Taylor, programmer and game designer about The Bridge.

The Bridge is an awarding winning indie title that first appeared in 2013 for XBLA and Windows PC. Topics covered include how the work of MC Esher had a direct influence on the game and the universe we find ourselves in. Level design methodology and the importance of play testing is also touched upon.

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The Sausage Factory 18 was edited by Chris O'Regan

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Crowman and Wolfboy is a very unique iOS game in that it does not require the player to match three things in a grid orthogonally nor does it demand money in exchange for reducing the time it takes to carry out a simple action from 400 years down to a mere 2 seconds.

A platformer that has been developed for the iOS in mind, show host Chris ORegan happened upon Crowman and Wolfboy while at PAX East 2014. The developers agreed to come onto the show to chat about the game and Chris managed to talk to Doyle Daigle, the artist and musician responsible for making Crowman and Wolfboy a very unique experience.

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The Sausage Factory 17 was edited by Chris O'Regan

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It is not often a single person developer is featured on The Sausage Factory but this episode features just such a person. Chris ORegan chats to Ian Snyder who has made The Floor is Jelly.

This is a platform game that features a little creature that inhabits a world whose floor is made out of jelly. This allows the little creature to jump around like a jumpy thing at amazing heights. So listen in to discover what sort of music wizards listen to and how fjords are related to pizzas.

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The Sausage Factory 16 was edited by Chris O'Regan

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Alexandre Maltais is the CEO Studio Virtys, a developer based out of Quebec City which has spent the last five years developing Therian Saga.

This is a browser-based MMO that is designed very much in the mould of Ultima Online and Eve Online with respect to player created and managed economy. It is out on open beta at the moment and is free to play.

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The Sausage Factory 15 was edited by Chris O'Regan

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Julian Gollop has been making video games for over 30 years and he has gone into his vast back catalogue of games while delving into the realms of Kickstarter to launch Chaos Reborn, a remake to the now 30 year old ZX Spectrum game, Chaos.

Julian chats about his incredibly long career in video game development while also promoting Chaos Reborn, which at the time of releasing this podcast is being funded by a Kickstarter campaign that closes on 17th April 2014.

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The Sausage Factory 14 was edited by Chris O'Regan

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Dave Hawes of UK developers Eutechnyx chats to Chris ORegan about Warhammer 40000 Storm of Vengeance.

A tactical lane and card game that is being released on the PC and mobile platforms, it takes the RTS genre and compresses it down to the lane system that became popular with Plants vs Zombies. Much was discussed including Daves history of making games on his Amstrad CPC and how tabletop games are increasingly showing their influence on video games.

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The Sausage Factory 13 was edited by Chris O'Regan

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Chris chats to Jon Chey, Looking Glass and Irrational Games alumni who now heads up Blue Manchu a developer based in Sydney, Australia.

They have made Card Hunter, a turn based strategy RPG with card mechanics thrown in for good measure. This browser game that runs in Flash of all things has taken the world by storm thanks to its fun and humorous presentation. Chris and John chat about everything from the delights of Threes to the intricacies of free to play games and how to ethically fund them. So if you want to know about an amazing browser based game that really is not at all like Farmville then tune in, sit back and have a listen.

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The Sausage Factory 12 was edited by Chris O'Regan

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Jennifer Schneidereit of Nyamyam who have made Tengami, an adventure game on iOS joins Chris ORegan for another episode of The Sausage Factory.

Featuring a unique pop-up book presentation, the game has been in development for over 3 years and has made its appearance at Rezzed and PAX events to much acclaim. The game is now out on iOS and is due to arrive on Wii U, PC and Mac

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The Sausage Factory 11 was edited by Chris O'Regan

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Robot Loves Kitty are Alix and Calvin, a husband and wife indie developer team that has made Legend of Dungeon.

The Sausage Factory catches up with the couple to chat about their start in the industry and how Legend of Dungeon came about. We cover everything from Elite to laser cats and why more games should give the player the ability to put a fish on their head. So sit back and enjoy while downloading Legend of Dungeon on Steam, for you would be a fool if you did not.

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The Sausage Factory 10 was edited by Chris O'Regan

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The Sausage Factory chats to Roll 7, the makers of the sublime OlliOlli skateboarding title that has captured the imagination and frustration of many a PS Vita owner.

Topics covered include the story of how the game came about, the intricacies of its control scheme and how that evolved, the use of licensed music and whether or not the game will ever have a friends related leader-board. The issue of the game crashing when WiFi is on is also addressed.

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The Sausage Factory 09 was edited by Chris O'Regan

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The Sausage Factory interviews Johan Andersson of Paradox Development Studio, the creators of Europa Universalis IV.

This epic strategy title builds off of the phenomenal success of Crusader Kings II from the same studio. Join Chris and Johan as they explore his 20 year career in the industry and how Europa Universalis came into being.

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The Sausage Factory interviews Mitu Khandaker of The Tiniest Shark, the creators of Redshirt the satirical game about social networking set on a space station. We discuss how Mitu got into making games, her continuing work on her PhD and how hours upon hours of playing EverQuest made her into the developer she is today. Redshirt is currently available for the Windows and Linux PC and Mac and can be bought via Steam.

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Show host Chris ORegan interviews Viktor Juhasz of Neocore Games about The Incredible Adventures of Van Helsing. The first in a trilogy of games, it is a hack and slash action adventure game that is very much in the spirit of Diablo, although it is far more evolved from that 15 year old game. With Viktor being the lead story writer and one of the narrative designers of the game the interview is focussed on the importance of narration in games and how they can effectively tell a story, despite many declaring this to be a fools errand.

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Show host Chris ORegan interviews Mel Kirk of Zen Studios about not one but two games, Zen Pinball 2 on the PS4 and Castle Storm, which is due out on the Wii-U. We cover topics from how to optimise pinball tables for clarity and fairness, balancing video game physics to real-world physics and how Castle Storm does actually have Minecraft influences. So sit back and listen to Chris and Mel talk about what Zen Studios are up to.

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The Sausage Factory interviews Paul Taylor of UK based outfit Mode 7 Games about Frozen Endzone, their follow up title to the astoundingly excellent Frozen Synapse. The game is a simultaneous turn based future sports title that pits robots against one another to place a glowing ball into the opposing teams end zone. Like Frozen Synapse it relies on the player plotting moves before they are executed and they must sit back and watch to see how their plans bring about success or failure. The game is out in a Beta form and people can buy the game on pre-order and gain early access to it with the aim of helping the developer turn it into something rather special. Much is discussed during this interview with highlights including the musical influences of Mode 7 Games and how they see the trend of early access products impacting on the development and reselling of games.

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Show host Chris O'Regan interviews Stephen Ricossa of Californian based developers Cryptic Studios about their free to play MMO, Star Trek Online, which he is the Lead Producer on. The game has been in existence since February 2010 and as it approaches its fourth anniversary Chris and Stephen delve into the game that puts the player in charge of star-ships from three different factions from the Star Trek universe, those being the Federation, Klingon Empire and the Romulans. There is also some reference to food towards the end, but you will just have to listen to find out where that goes.

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Show host Chris ORegan interviews John Ingold and Joseph Humfrey of Inkle Studios to chat about the first two parts of Steve Jacksons Sorcery for iOS and Android devices. Sorcery was an epic choose your own adventure game book that first appeared in 1985. Inkle Studios were drafted in to bring this book into the 21st Century by putting into tablet and smart phones. Rather than just reproduce the same book Inkle Studios decided to create an role playing game out of the original material. The first part was released in the Spring of 2013 and the second, much more extensive half, has just been released for iOS devices.

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Show host Chris O'Regan interviews Steffen K. Gronning of Danish game developers Beta Dwarf about their arcade co-op action title Forced. Primarily a multiplayer co-op game, it requires players to work together to solve puzzles while being attacked by monsters and demons. Seeking freedom from slavery, they are guided by a spirit guide who is an orb that can be used to thwart the attacks of the horde of beasts that are set upon them as well as fiendish traps that only the most wary and agile can overcome.

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Edited by Chris O'Regan