Kinda Funny Gamescast: Video Game Podcast

We Play High on Life 2 Early! - Gamescast Plays

Feb 11, 2026
Mikey (Creative Director at Squanch Games) talks design choices and how levels and traversal evolved. Alec Robbins (Narrative Director) discusses writing, massive scripted content, and surprising narrative swings. They cover drawing-based customization, theater/multiplex features, skateboard traversal, new dual-wield mechanics, streamer protections, and platform/launch strategy.
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INSIGHT

Final Push Makes Game Cohesive

  • Squanch Games felt proud at the end of development when separate parts finally "came together" into a cohesive game.
  • Mikey says playing the build as a player gave him confidence they "nailed it."
INSIGHT

Scope Ballooned Into Ambition

  • High on Life 2 grew beyond the original plan, expanding scope during development.
  • The team compressed roughly a decade of creative ambition into about two and a half years.
ADVICE

Accept Good Ideas And Iterate

  • Say yes to great ideas even if they're unplanned and then iterate to make them work.
  • Mikey and Alec call that a "yes and" studio approach that fuels creative additions.
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