XaiJu
sirlin
sirlin

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Quick update: Yomi Valerie and Gloria physical decks are now available. Yomi on Steam coming in a week or so (you guys helped a lot in finding bugs so it was a lot to fix!). Fantasy Strike Expo standard registration ends tomorrow. I've been working so so hard on having all the playtest materials ready for that event. We'll have materials for Pandante 2nd Edition and Flash Duel's revised printing there, even though those products aren't actually out yet. And a huge revision of Codex will be there too. I'm almost done preparing all that stuff. As soon as I am, I'll prepare Codex materials for the $25+ patrons here (I need to make a new rulebook for you guys and also figure out how to make the board into a thing you can actually print), and show some art to the $10+ patrons too. Now that I have my voice back, I'll get back to podcasts too. Not sure what topics we should cover though.

Comments

I'd be interested to hear your opinions on various "simplified" fighting games, assuming you have much personal familiarity with stuff like, say, the Neo-Geo Pocket games, up through more recent stuff like Divekick or Pocket Rumble. Less so things about reducing the execution barrier (which you're obviously not a huge fan of) but more so things about what they did and didn't accomplish out of what they set out to do. This would admittedly be not a particularly appropriate topic for the Raw Game Design podcast, since it'd be about other people's games. : )

GRAG the Food and Translations Guy

I also liked the Pandante and Flash Duel episodes, especially the parts about working out balance changes, why changes were needed, etc.

Some topics I'd like: - How to cultivate a playtester community, sort out good feedback from bad, etc. - Any other common fallacies besides Cocaine Logic? - I saw a post of yours somewhere, you said that have 0 damage throw techs or throw escapes in a fighting game is bad or less good than having some-damage throw techs/escapes. Why? I am not currently playing any fighting games but I love to hear about that kind of thing - I think an episode on good/bad properties in fighting games would be cool! - What is the board game production process like? How many people do you have to work with and what can go wrong? So far I think your strongest episodes have been 1, 2, 3, 6, and 7 - episodes where you focused on your strengths: game design/dev, competition, and addressing the public's perception of your ideas. More of that, please! :D


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