Exploring a complicated relationship with Pocky & Rocky Reshrined by dissecting its combat design and diving into its wider inspirations to build an understanding and appreciation of its unique and aspirational qualities.
Discussing the elegant, haphazard chaos of the first entry in the SaGa series, the WonderSwan Color version of the first entry in the SaGa series, and the positive aspects of remaking an existing work.
The first Metroid game gives us a lot to talk about: the elegance of how combat challenges are built, the deep replayability of a game whose progression is entirely knowledge-driven, and what's up with that 30hp respawn?
Exploring both the intense and extremely well-considered play of Galaga '88, and the extremely calming presentation that helps its sessions to become relaxing rather than overwhelming.
Talking about the shoot-'em-up-ish Pocky & Rocky, how arcade-style games expect you to approach them, and how adhering to that turns this seemingly-overwhelming game into something rather breezy.
Exploring the potential of expressivity through difficulty, through a game that makes itself easier than its contemporaries – and the extremely special experience that lends itself to.
A short reflection on DOGSITR: Dog Version, my short virtual-pet experience and my first ever game! I discuss some of the interesting ideas I played with, some shortcomings, and the challenges of charging head-first into development without really knowing what I'm doing.