Roguelike Radio

Andrew Doull, Darren Grey, Ido Yehieli etc.
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4 snips
Jan 25, 2026 • 0sec

Episode 170: Critical Play

They explore analyzing game mechanics, themes, and level generation while actually playing. Conversations compare roguelike design choices, procedural generation, and how open source reveals author intent. They discuss tools like conduct runs, journaling, and a five-step analysis to probe systems. Ethical questions and nonviolent playstyles get attention alongside permadeath’s impact on experimentation.
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9 snips
Dec 28, 2025 • 0sec

Roguelike Radio episode 169: Innovation

Discussion of what counts as innovation in roguelikes and how seven-day constraints push novel ideas. Designing around single standout mechanics like traps, time clocks, or AI-driven foes. Turning other genres into roguelikes and using constraints or UI workarounds to spark originality. Balancing bold changes with player expectations and using playtesting, community feedback, and simulation for iterative invention.
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7 snips
Dec 5, 2025 • 0sec

Roguelike Radio episode 168: Jank

Dive into the charm of jank in gaming! Discover how it sits between bugs and delightful surprises, particularly in indie titles. The discussion touches on how procedural generation fuels unpredictability. Hear about Dwarf Fortress's chaotic interactions and roguelikes leveraging jank for emergent narratives. The panel examines how players adapt to bewildering UI and system quirks, transforming confusion into memorable moments. Finally, they reflect on jank's artistic role and the balance between design intentions and spontaneous chaos.
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Aug 22, 2025 • 0sec

Roguelike Radio ep 167: Designing for Mastery, with Josh Ge

In this engaging discussion, Josh Ge, known as Kyzrati, reflects on a decade of developing Cogmind. He shares insights into mastering game design amidst intense industry competition. The conversation dives into the evolution of roguelike gaming, balancing complexity for both veterans and newcomers. Josh analyzes player engagement trends and the significance of mastery through innovative mechanics. He also discusses design challenges and community dynamics, emphasizing how player feedback shapes the gaming experience.
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Jul 26, 2025 • 0sec

Roguelike Radio ep 166: Jupiter Hell Classic, with Kornel Kisielewicz

Darren interviews Kornel Kisielewicz about his upcoming game Jupiter Hell Classic. Read more »
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Jun 11, 2025 • 0sec

Episode 165: Tabletop RPGs

Sam Dunnewold, a tabletop game designer and podcaster, and Marc Majcher, an independent game designer with decades of experience, dive into the evolution of tabletop RPGs. They discuss the shift from long campaigns to short indie one-shots and the role of actual play podcasts in preserving game mechanics. The conversation highlights the importance of communication and safety at the table, contrasts procedural generation with authored narratives, and offers practical advice for aspiring RPG designers. It's a lively exploration of creativity in the indie RPG landscape!
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Apr 16, 2025 • 0sec

Episode 164: Roguelikes for classic home computers

Ricki Sickenger, a talented developer at Badgerpunch Games, dives into the vibrant world of retro game development for the Commodore 64 and Amiga. He shares his journey back into the game scene and discusses the intricacies of designing roguelikes within tight constraints. From developing a 4K roguelike to expanding it into Rogue 64, he explores procedural generation techniques, the impact of the demo scene, and the challenges of creating physical cartridges. Ricki also hints at future projects and plans, blending nostalgia with modern gaming.
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13 snips
Mar 26, 2025 • 0sec

Episode 163: Interview with Tanya X Short

Tanya X Short, co-founder and head of Kitfox Games, shares her journey from studying English to game design. She discusses Kitfox's evolution from indie devs to publishing megasims and sheds light on their role with Dwarf Fortress. Tanya analyzes the balance between procedural content and production values, emphasizing stylized art that sparks imagination. She also reflects on the integration of AI tools in game development and the importance of preserving a designer's voice while fostering player interaction. Plus, a sneak peek into Kitfox's upcoming projects!
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Feb 25, 2025 • 0sec

Episode 162: Balatro

Mark Johnson, a developer and researcher in roguelike design, joins to discuss the poker-themed game Balatro. The conversation dives into whether Balatro qualifies as a roguelike, its unique deck mechanics, and the tactical depth revealed at higher difficulties. They critique the reliance on single-hand types and the limited mid-game shifts but praise the game's addictive design and charming presentation. Mark also highlights potential mastery and community engagement while celebrating the solo developer's impressive creation.
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13 snips
Feb 17, 2025 • 0sec

Episode 161: Caves of Qud 1.0

Brian Bucklew, technical lead for Caves of Qud, and Jason Grinblat, creative lead and writer, talk about shaping the game from systems and UI to narrative. They cover procedural village generation, balancing intentionally broken builds, modes like Roleplay and Wander, art and tiles evolution, and how design and iteration led to a 1.0 milestone.

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