Roguelike Radio

Andrew Doull, Darren Grey, Ido Yehieli etc.
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Nov 25, 2015 • 0sec

Bonus Content: The Red Rooster At Dawn

Bonus content! Following from last week's episode on Obsession, and in celebration of ADOM's release on Steam, here's a recording of Darren narrating his 440-line poem based on ADOM - The Red Rooster at Dawn. Read more »
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4 snips
Nov 16, 2015 • 0sec

Episode 110: Obsession

Mark Johnson, a competitive gamer and developer known for bullet-hell world records and roguelike projects. He recounts how high-level play reshaped daily life. Conversations jump from long-term solo development and community playtesting to why imperfect games spark intense dedication. They also explore obsession’s ties to health, creativity, and avoiding burnout.
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Oct 11, 2015 • 0sec

Episode 109: Cogmind

Josh Ge (Kyzrati), indie designer behind Cogmind and creator of RexPaint, discusses creating a robot-building sci‑fi roguelike. He recounts its 7-Day Roguelike origins, going commercial after becoming a parent, design choices for ASCII and tiles, open development with community input, UI and accessibility tradeoffs, pricing and release plans, and ambitions for sequels and hidden content.
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Oct 3, 2015 • 0sec

Episode 108: Information

This is episode 108 of Roguelike Radio, where Darren Grey and Mark Johnson chat about Information in roguelikes. Read more »
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Sep 9, 2015 • 0sec

Episode 107: Listeners Q&As

Mark Johnson, a roguelike developer known for his work on procedural generation, and Alan Charlesworth, a content creator from IndieOcean, dive into the world of roguelikes. They explore hybrid games that blend genres with roguelike mechanics and discuss the impact of classic roguelike features on new designs. Mark shares advances in procedural generation, while the team debates the potential of narrative-driven content. They also brainstorm unique mechanics and thematic diversity within roguelikes, questioning why a Robin Hood roguelike hasn't emerged yet.
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Aug 31, 2015 • 0sec

Episode 106: 30 Minutes of UMoria

This is episode 106 of Roguelike Radio, where we discuss the 30 Minutes of UMoria video series by Ben Horst. Read more »
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Aug 10, 2015 • 0sec

Episode 105: Dungeon Hacks, a book about roguelikes

David Craddock, an author and game journalist known for his insights into video game history, delves into his book, Dungeon Hacks. He shares how research into roguelikes began in 2009 and highlights the creative nonfiction techniques that bring the genre’s story to life. Craddock discusses the evolution of roguelikes, their open-source culture, and the emotional engagement linked to permadeath and minimal graphics. He also reflects on the potential of a sequel that explores modern titles and his aspirations to create a traditional roguelike.
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Aug 4, 2015 • 0sec

Episode 104: Procedural Narrative Design

Tanya Short, co-founder of Kitfox Games and lead on Moon Hunters, explores how procedural design shapes player identity and myth-building. Mark Johnson, developer of Ultima Ratio Regum, discusses creating meaningful procedural narratives and balancing transparency with mystery. David Dunham, known for King of Dragon Pass, emphasizes character-driven storytelling and the importance of immersive history. The trio debates how to craft engaging experiences that remember both player choice and emergent storytelling in game worlds.
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Jul 14, 2015 • 0sec

Episode 103: IRDC 2015 UK

DarkGod (Tales of Maj'Eyal developer) on modability and community add-ons. Alan Charlesworth (YouTuber/reviewer) on conference takeaways and audience practices. Mark Johnson (IRDC organizer and Ultima Ratio Regum developer) on conference logistics and procedural worldcraft. They discuss procedural generation, AI challenges, level aesthetics, making death meaningful, and modular community content.
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8 snips
Jun 25, 2015 • 0sec

Episode 102: Interview with Frank Lantz

Frank Lantz, Director of the NYU Game Center and renowned game design educator, dives deep into the captivating world of game design. He shares his fascination with Hoplite's puzzle generation, emphasizing its blend of simplicity and complexity. The conversation explores how roguelikes balance mastery and monotony, and how AI's challenge to games like NetHack raises questions about solvability. Lantz creatively links procedural art to game design, discussing how randomness and aesthetics impact player experience and the importance of avoiding tribalism in the gaming community.

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