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openindie - your indie game podcast

by Sarah and iV
openindie - your indie game podcast
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  • 42 - Cryptmaster - Paul Hart & Lee Williams - UK & New Zealand
    Sarah sits down with Lee Williams, one half of the duo behind Cryptmaster, the word-based dungeon crawler that mixes 80s gamebook visuals with dark humor into one of the year’s most original RPGs.Lee talks about his journey from teacher to game writer, voicing the Cryptmaster himself, and collaborating remotely with co-developer Paul Hart across time zones. Expect behind-the-scenes stories such as the placeholder voice that became permanent, a bug that turned into a sea witch summoning feature, and a collectible card game that unexpectedly became a fan favorite.He also offers advice for fellow indie developers, and gives a sneak peek at what is next: a wizards’ tower simulator packed with puzzles and twisted humor, along with possible updates for Cryptmaster including a New Game Plus mode.Episode Timestamps:Intro: 0:00 How Lee feels about the release of Cryptmaster: 1:12 The gameplay of Cryptmaster: 2:07 How Paul and Lee came up with the idea: 5:39 The voice and character of the Cryptmaster: 10:34 Why talking with the Cryptmaster feels natural: 15:17 Choosing the art style of the game: 23:12 Lee's favorite feature: 26:03 It's not a bug, it's a feature!: 29:38 How Lee got started as a game developer: 33:41 Magic moment in game development: 41:05 Best part / worst part of making your own game: 42:05 Lessons learned while being a game developer: 44:37 How Paul and Lee organize their work together: 46:17 Are there plans for a game studio?: 49:48 Game development scene in the UK: 51:38 How the Cryptmaster found its publisher: 53:27 Lee's advice for fellow game developers: 55:45 First details about Lee's and Paul's next game: 57:27 Outro: 1:00:32As always, have fun listening! If you like what we do, tell your friends (and enemies) about us.
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  • #41 - qualia - CMY2K - USA
    Your host Iv sits down with solo developer Sydney, the creator of Qualia, a text-based philosophical game where players must figure out which of two participants is human and which might be AI. Built in the Twine engine, Qualia uses a retro computer interface, atmospheric sound, and embedded video to create an experience that questions consciousness, identity, and artificial intelligence.Sydney talks about how her background in film shaped Qualia's distinctive aesthetic, blending text and visuals into a world that feels clinical and unsettling. We get into her move to full-time development, the realities of working solo, and her choice to release Qualia for free to build an audience and gather feedback.We also dive into some behind-the-scenes stories, including the "CSS coin flip" coding challenge, the accidental educational features players love, and the story behind her studio name, CMY2K, a clever nod to color printing and tech anxiety.If you are into interactive fiction, AI storytelling, or are curious about how narratives change when you mix filmmaking with game design, this episode is for you.Episode Timestamps:Intro (0:00)Meet Sydney & CMY2K (1:06)Feelings on Releasing Your First Game (Happy Enough) (1:36)Gameplay, Atmosphere, and Aesthetics of Qualia (3:33)Engaging with Philosophical Themes and finding Easter Eggs (8:14)Sydneys Favorite Feature (15:33)The Strategy Behind Releasing Qualia for Free (18:49)Most Memorable Moments as a Game Developer (27:56)Lessons Learned from developing Qualia (33:01)What's in a Name? (The Origin of CMY2K) (36:11)Funding, Community Support, and Future Projects (38:48)Are You Active in the NYC Indie Scene? (40:35)The Vision for Qualia's Future (42:55)Outro (45:52)As always, have fun listening! If you like what we do, tell your friends (and enemies) about us.
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  • #40 - Skogdal - KirkebĆøe Brothers - Norway
    Your host Sarah sits down with Norwegian brothers Erlend and Kay, the duo behind Skogdal, a roguelike deckbuilder set in a '90s small town where everyone’s slowly losing their minds. With hand-drawn art, a quirky card system, and a love letter to strange corners of Norwegian life, this is their first game together—and it’s already something special.They discuss how the idea came to life on an 8-hour car ride, Kay’s hand-drawn ā€œslacker style,ā€ and combat followers like ā€œPizza Friendā€ (who serves Swedish banana slices). We also get into what it’s like building a game as siblings, killing your darlings, and how a placeholder death animation accidentally became canon.If you’re into Slay the Spire, comic books, Magic cards, or games with a strong point of view—this episode’s for you.Episode Timestamps:Introductions: Meet the Brothers (0:00)Development Status & Dev Feelings (2:46)Skogdal Deep Dive: Gameplay World & Mechanics (4:41)Art Style: Hand-Drawn Slacker Style & Naming (8:30)Inspirations & Influences (15:49)Favorite Feature in the Game (21:12)It's Not a Bug It's a Feature! (22:59)Playtesting Feedback (25:01)Post-Release Plans & Vision (28:11)Origin Story: How the Collaboration Began (32:08)Magic Moment as Game Developers (38:22)Challenges & Joys of Indie Dev (As Brothers) (39:40)Lessons Learned During Development (45:32)Advice for Aspiring Gamedevs (49:37)The Team & Future Studio Plans? (52:14)Funding Community & Norwegian Scene (58:40)Outro (1:04:31)As always, have fun listening! If you like what we do, tell your friends (and enemies) about us.
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  • #39 - Desktop Explorer - Recurring Dream - Mexico
    Your host iV sits down with Juan (Pirijuamps), the writer and narrative lead, and Pablo (Tucky), the 3D artist from Recurring Dream, to discuss their upcoming game, Desktop Explorer. This detective-like puzzle game lets players explore a recreated '90s operating system, uncovering a mystery hidden within cryptic files, chat rooms, and nostalgic mini-games.They discuss the challenges of recreating the eerie charm of old-school computing, from OS-based puzzles to late '90s-style 3D environments. We also dive into the game’s storytelling, particularly its unique Chronolog, which slowly reveals past users' lives as puzzles are solved.Beyond the game, our guests open up about indie development struggles, including self-promotion and the pressure and joy of creating something truly special.Episode Timestamps:Intro (0:00)The Current State of Desktop Explorer (2:05)Desktop Explorer Release Date and Features (3:07)Inspirations for the Game (4:53)Gameplay of Desktop Explorer (6:29)From Childhood Puzzles to Desktop Explorer (8:08)The Dev's Favorite Feature (9:50)How Does Player Feedback Shape the Game? (14:21)Post-Release Plans (18:28)It's Not a Bug, It's a Feature! (19:18)How Did You Get Started as a Game Dev? (21:22)Magic Moment as a Game Developer (24:33)Challenges and Victories of Developing Your Own Game (28:37)Lessons Learned While Developing Your Own Game (33:38)Advice for Fellow Game Devs (34:39)Who Is Recurring Dream? (36:58)Funding, Community Growth, and Publishing (37:32)Are You Active in the Indie Scene? (39:24)Recurring Dream's Vision for Desktop Explorer (41:52)Outro (45:04)As always, have fun listening! If you like what we do, tell your friends (and enemies) about us.
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    46:35
  • #38 - Lily's World XD - SonderingEmily - USA
    Sarah sits down with game dev and content creator Emily, aka SonderingEmily, to talk about Lily’s World XD—a psychological horror game that turns early 2000s internet nostalgia into something far more unsettling. Set entirely on a young girl’s cluttered desktop, her game brings back the days of AIM chats, personal blogs, and art created in MS Paint—only this time, someone’s watching.Emily shares how her own internet memories shaped the game, from digging through old blog posts to revisiting the charm of early social media. They discuss the joys (and struggles) of solo game development.A must-listen for anyone who ever lived through the golden age of ICQ and AIM, spent way too much time on their Myspace layout, or felt like the internet really knew them before social media took over.Episode Timestamps:Intro (0:00)The Current State of Lily's World XD (2:09)What is Lily's World XD? (3:11)Inspirations for the Game (5:13)Emily's Favorite Feature & Feedback (9:02)It's Not a Bug, It's a Feature! (12:52)Plans for Post-Launch Support (14:10)Emily's Journey into Gamedev (16:26)A Magic Moment as a Game Developer (21:24)Challenges and Victories of Developing Your Own Game (24:34)(Mostly) Solo Dev – Who's Helping Out? (27:03)Lessons Learned While Developing Your Own Game (27:58)Advice for Fellow Gamedevs (30:06)Story Behind the Name SonderingEmily (32:32)A Taste of the Past – Emily's Previous Game (34:44)How Emily Finances Her Game Development (39:16)What’s Unique About LA’s Indie Dev Scene? (41:28)Emily's Vision for Lily's World XD (43:52)Outro (47:50)As always, have fun listening! If you like what we do, tell your friends (and enemies) about us.
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About openindie - your indie game podcast

We love indiegames! If you are reading this, so do you. We tell the stories of passionate indie game developers across the world making them. We explore their motivations, goals, funding experiences, and valuable advice for aspiring creators. šŸ”— You can find us here: https://linktr.ee/openindie Have fun listening and if you do, make sure to Follow us for updates on new episodes and tell your friends (and enemies) about us.
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