Indie Devs Play

Indie Devs Play

Join indie game developers Josh Watts and Jonathan Ridgway as they play video games to discuss what makes them work, why certain game design decisions were made and how they may have influenced the games industry in the past, present and future. Discord: https://discord.gg/qJAk72KS7p

Episodes

  1. Oct 15

    Indie Devs Play: Episode 9 - Streets of Rage 2 (SEGA Mega Drive/Genesis) & 1992 in Gaming

    In the latest episode of Indie Devs Play, hosts Jonathan Ridgway and Josh Watts dive into Streets of Rage II. They riff on 1992’s gaming landscape. Discussing new IPs (Super Mario Kart, Mortal Kombat, Kirby’s Dream Land, Virtua Racing), big releases (Sonic 2, Street Fighter II, Final Fantasy V), and the arcade-to-console transition that shaped design and difficulty. The conversation covers Streets of Rage 2’s improvements over earlier beat-’em-ups: distinct playable characters, combo and special-move systems (that cost health), tight audiovisual feedback, stage variety, and co-op appeal. The hosts discuss difficulty design, how older game genres influenced modern AAA action (from Arkham-style combat to modern hybrids), and the value of in-game signposting versus player discovery. Chapters 00:00:00 - Start 00:01:14 - Gaming in 1992 00:09:15 - Do Sequel Numbers Scare Players Away? 00:19:39 - From Arcades to the 3D Revolution 00:25:06 - How Streets of Rage 2 Took Shape 00:26:33 - Fighting-Game Depth in a Beat-’Em-Up 00:31:12 - Animation, Impact, and Game Feel 00:35:30 - Beat-’Em-Ups’ Influence on Modern Games 00:40:25 - Difficulty, Challenge, and Player Expectations 00:50:19 - Guiding Players Without Taking Over 00:55:13 - Exploration, Clues, and the Joy of Discovery 00:58:08 - What’s Next: Amnesia: The Dark Descent   Indie Devs Play Discord: https://discord.gg/qJAk72KS7p Indie Devs Play Twitch: https://www.twitch.tv/indiedevsplay References: Streets of Rage, SEGA, SEGA Mega Drive, SEGA Genesis, Ancient, Yuzu Koshiro, Yu Suzuki, Super Nintendo, SNES, Super Famicom, SEGA Master System, Sonic the Hedgehog, Final Fantasy V, Street Fighter II: Champion Edition, Super Mario Land 2: 6 Golden Coins, Nintendo Game Boy, Dragon Quest V, Chunsoft, Spike Chunsoft, Enix, Mario Paint, Sensible Soccer, WWF Super Wrestlemania, Wolfenstein 3D, Doom, WWF Smackdown!, WWF Attitude, Ultima VII: The Black Gate, Ultima IV, Super Mario Kart, Shin Megami Tensei, Kirby’s Dream Land, Virtua Racing, Virtua Fighter, Virtua Cop, Virtual-On, Virtua Striker, Mortal Kombat, King’s Quest VI: Heir Today, Gone Tomorrow, Sierra Entertainment, Leisure Suit Larry, Half-Life, Valve, Vivendi, Activision Blizzard, Space Quest, Police Quest, Microsoft, Wolverine, Fable 2, Fable 3, Monster Hunter, Monster Hunter Rise, Rugrats Adventure Game, The Flintstones Fashion Cave Math, Penny Falls, Coin Pusher, OutRun, Super Mario 64, Batman: Arkham Asylum, Yakuza, Sifu, River City Girls, Double Dragon, Final Fight, Golden Axe, Capcom, Tecmo.

  2. Sep 26

    Indie Devs Play: Episode 8 - Super Mario 64 (N64/Switch) & 1996 in Gaming

    In the latest episode of Indie Devs Play, Josh and Jonathan discuss their playthrough of Super Mario 64, placing it in the context of 1996 gaming (from Tamagotchi to Tomb Raider and Pokémon). They break down what made Super Mario 64 revolutionary: the analogue-stick movement, camera and control innovations, hub-world level design, varied objectives and mechanics (ground pound, tail-spin, flying cap), plus moments of brilliant tutorialization and a few jarring design choices. References: Super Mario Brothers, Nintendo 64, GameCube, Switch, Nintendo, Wii, Super Nintendo, Game Boy Pocket, Tamagotchi, Pokemon Red/Blue/Green, Duke Nukem 3D, Street Fighter 2 Alpha, Mario Kart 64, Spyro the Dragon, Crash Bandicoot, Shigeru Miyamoto, Resident Evil, Dead or Alive, Tomb Raider, Virtua Fighter 3, Soul Edge, Soul Calibur, Sakura Wars, Persona, Broken Sword, Atari Jaguar, 3DO, Sega CD, Virtual Boy, Gabe Newell, Dan Houser, Tim Schafer, Super Mario Brothers 2, Super Mario Allstars, Super Mario World, Super Mario Sunshine, Super Mario Galaxy, Super Mario Odyssey, Quake, The Legend of Zelda: Ocarina of Time, The Legend of Zelda, Portal 2, UFO: Unfortunately Fortunate Organisms, Kid Klown in Crazy Chase, Spyro 2: Gateway to Glimmer, Star Fox, Duke Nukem: Land of the Babes, Pokemon Trading Card Game, Duke Nukem Forever, Biohazard, Blockbuster, Choices, Netflix, Scooby-Doo! Classic Creep Capers, BLEACH, New Sakura Wars, Shounen Jump, Broken Sword: The Shadow of the Templars.

About

Join indie game developers Josh Watts and Jonathan Ridgway as they play video games to discuss what makes them work, why certain game design decisions were made and how they may have influenced the games industry in the past, present and future. Discord: https://discord.gg/qJAk72KS7p