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sirlin from patreon
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🕑 Added 2015-05-01 02:18:03 +0000 UTC

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GRAG the Food and Translations Guy

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. : )

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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