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The game-making lessons we mentioned are:
  • Re-use of levels doesn’t have to be boring. Narrative, along with day segments, means each environment feels very different despite their repetition. (Death Loop). Mentioned: Dishonored 2 Devs Explain the Clockwork Mansion.
  • Simplicity can be deceiving. Simplicity doesn’t mean boring. (Super Auto Pets).
  • Difficulty doesn’t make Caleb hate a game. Rather, artificial difficulty (ie, design ignorant difficulty), is what makes Caleb hate a game. (Ori and the Blind Forest).

In this second episode of the world famous Flyover Indies Podcast, three Kansas City area indie game developers chat about what we’re playing, what we’re learning, and what we’re making. Get to know Gage, Charlotte, and Caleb as we talk about why we choose to make the kinds of games that we make.

Stick around until the end of the episode to hear team GagChar/CharGage battle it out with the Trivia Master in a game of Exception Handling. Will the players continue their destruction of the Evil Trivia Master Caleb J. Ross’ ego to grow their lead or will Caleb land his first point.

The games we mentioned are:

The mentioners of the aforementioned mentionables are:
Play some of our games here: https://itch.io/games/tag-flyover-indies
Credits
Intro and outro music by Nash (https://www.nashhigh.com)
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