The podcast where nice gamedevs talk gaming and game development. Nice!
Attention Sega nerds! This Nice Bonus episode is for you!
During our episode on 90's consoles Mark found out there were so many obscure Sega accessories that they couldn't fit in the episode and deserved their very own spotlight. Please enjoy this Nice Bonus short episode all about them!
It's a cheery and bright episode to get you through the dark cold days of winter! ☃️ Your hosts (plus guest Joanna May) wrap up 2024 with a readout of their nicest things from the year—nicest games, nicest accomplishments, and nicest procrastinations. Plus, plans and projects for 2025, some soft resolutions, and a review of some exciting upcoming titles you're likely to see hit various storefronts in the next calendar year. A happy year's end to all!
Cover image credit goes to Animal Crossing World.
This year's selection of Nice Replays start next week. See you in 2025!
Mark
Stephen
Ellen
Joanna
This is not a “best of 2024” or even a definitive list of our favorites. It’s just a few games we want to be nice to.
We invite Joanna May into the clubhouse to discuss serialization. We get ever so slightly closer to discovering what serialization even is with Joanna's help! We also have a little time to throw a little shade at Stephen's commenting style and brackets on their own line.
In this episode Lydia is back to discuss join the clubhouse in both a discussion of her first job, and making a game about set job. But, because the club can't choose, it is also about Ellen's job at her parents' pet store.
VHS tape
Mall map
RulesAll of your hosts are together in the Clubhouse for a special interview! Lydia Symchych is an impact game designer who has been working with Ellen over the last year. Today, she shares her experience of making an escape room that needed to be rendered in both "physical" and and digital environments. Also, sound effects and pillows.
In the USA, November 28th is Thanksgiving Day, and November 29th is National Native American Heritage Day. Happy holidays, if you're in the USA—and if you're not, we hope you have something to be thankful for. 💖
Your nice hosts chew over a concept Stephen brings into the clubhouse: a series of "game jams" where participants iterate on one specific idea in each session.
0:04:30Releasing 2019's "Baba is You" after more than a decade of making puzzle games was a milestone for this week's guest, but it was also just the beginning of his design journey. Arvi "Hempuli" Teikari talks to your nice hosts about the balance between giving players freedom and constraining their expression, the pacing and sequencing of individual puzzles, what happens when a "cool" design annoys players, and more.
In this episode Ellen usurps the normal process for a nice game jam prompt to explore her own idea on tabletop mechanics. Who would have thought the scoring system for this game would be 'Points for the Future War'?
Discussion during development
Board - 5x5 grid where tiles can be placed
5 racer sleds
Racer weights
Tiles with different friction coefficients (terrain tiles)
Mission from HQ Cards
Special Objective Cards
Setup1) Racer sleds and racer weights are randomly distributed to the racetrack row. 2) Each racer sled gets the name of a racer. Each racer name should be silly, like Jenny Too-fast or Billy Tumble.
3) Each player draws two Mission from HQ cards and picks one to be their secret objective.
Players are given each a set amount of time-travel credits.
On their turn, each player uses a time-travel credit to either replace or swap terrain tiles.
When each all players have spent their time travel credits, the race is on! All racer sleds are released from their starting box, and the results of the race are observed.
Each completed mission results in the number of 'Points for the Future' on the mission from HQ card awarded to that player. The number of points is based on the difficulty of the mission.
After the weekend derby is complete (15 rounds), the player with the most point for the future war is declared the winner, but not for 20-30 years.
"Tutorials shouldn’t feel like tutorials!" Like most aspects of game design, it's an easy concept to summarize but a difficult one to pull off. Luke Spierewka and the team at Afterburn Games have mastered it, using their charming approach in successful titles like Golf Peaks and Railbound. Come learn the arcane secrets of the puzzle game tutorial! Also featuring some great room sound.
Luke is a game designer, programmer, and jack of all trades. He makes games, organizes events, gives talks (and interviews) and does "lots of other stuff." He's worked on many titles, including Railbound, Golf Peaks, Gwent, and SUPERHOT. Learn more about Luke at http://spierek.net/
This week, your nice hosts talk a little bit about our civic duty before getting into two very on-brand topics. Make a plan to vote on (or before!) November 5th. Information at https://vote.org/
We welcome Timothy Staton-Davis into the clubhouse to talk both the broad strokes and the nitty-gritty of combat design.
Your feedback is valuable to us. Should you encounter any bugs, glitches, lack of functionality or other problems, please email us on [email protected] or join Moon.FM Telegram Group where you can talk directly to the dev team who are happy to answer any queries.