Posts tagged Kritiqal Care
Burning cards and tabletop artifacts with Nevyn Holmes

Nevyn Holms (any/all) is one half of indie tabletop studio Dinoberry Press, whose games explore collaborative crafts, asymmetric mechanics, and genre adaptation. They joined me to break down what draws them to physical objects as mechanics, creating shared buy in at a table, and the importance of fucked up little guys.

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Exploring abbeys and the weird web with Ayu Koyama

Ayu Koyama (she/her) is an interactive fiction writer and designer whose work explores religion, history, and digital play. In this episode we chat about what drew her to interactive fiction as a form, how that intersects with her experimental web design projects, and the ways a distant relationship with Catholicism influences her games. In closing we invite you to read old books.

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Getting lost in dreams and towers with Kyou System

Kyou System (they/them) is an artist and game developer whose work explores the profound and incoherent world of dreams. We discuss the nocturnal origins of their first game, Remembrance, revisiting and remaking it half a decade later, embracing a more expressionistic writing style, and getting involved in visual novel game jams.

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Austin Ramsay's giant robots and player principles

Austin Ramsay (he/him) is a tabletop RPG designer best known for Beam Saber, a Forged in the Dark game about mech pilots fighting an endless war. He joined me on this episode to talk about going from writing “imagination games” as a kid to 400+ page RPGs, creating rules that encourage player/GM collaboration, and how fun it can be to have a character go AWOL.

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Growing up on Perfect Tides with Meredith Gran

Meredith Gran (she/her) is a comics artist and game designer, best known for her webcomic, Octopus Pie and the adventure game Perfect Tides. She sat down with me to talk about her experience coming to games from a comics background, how Perfect Tides’ mechanics where influenced by teenage naivety, and why the 00s are such a rich period for coming of age stories. Finally, we wrap up with a teaser for the upcoming sequel, Perfect Tides: Station to Station.

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Witnessing the Death of a Wish with melessthanthree and Kevin Wong

For the first Kritiqal Care bonus episode, returning guests Colin (he/they) of melessthanthree and Kevin Wong (they/them) join me to discuss their recently released action RPG, Death of a Wish. We discuss where the idea for a sequel came from, its themes emerging from contemporary anxieties and apathy, balancing thematic resonance with difficulty, and planning a coordinated marketing push for an effective team of two.

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Unearthing subterranean stories with Cecile Richard

Cecile Richard (they/them) is a graphic designer, writer, and game developer known for their playful Bitsy projects and hypertext fiction. They joined me to discuss cyclical stories, the risk/reward of collaborating with close friends, and how cool underground tunnels are. We also take a moment to proselytize about editors, and I learn about a new, extremely fake sounding sport.

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Metamorphosing sounds and sheep with David Su

David Su (he/him) is a musician, audio programmer, and game designer who explores interactive music and performance art. He took some time off from his ballooning schedule to discuss how he got interested in making games from an audio background, the challenges and rewards of centering your game around sound, and the playful earnestness of a cloned sheep’s lament. Later, we wander into a video store.

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Kritiqal Care presents: The End of 2023

It’s New Year’s Eve, which means 2023 has come and gone, bringing in closing our annual end of the year show. As is tradition, I reached out to past guests of the show to ask what their most impactful gaming memory was from the last 12 months. The responses were as insightful, touching, and playful as ever, running the gamut from industry events, personal milestones, and games that captured people’s imaginations.

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Dreaming of piss with Domino Club

Domino Club is a pseudo-anonymous internet collective that makes weird, horny, and genre perverting videogames. In this episode I’m joined by Domino Club card carrying members Emma (she/her), Nat (she/they), and Rose (she/her) to chat about the group’s origins, its unconventional approach to anthology projects, and how all these games are secretly just for them.

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Visiting Brownie Cove with Sam Machell

Sam Machell (he/him) is half of indie game studio Sand Gardeners, known for provocative and unconventional games like Dark Kitchen, Memphis, Bubbleland, and Brownie Cove Cancelled. We chat about the studio’s origins as a webcomic collaboration, designing hostile environments, and the tragedy and possibility of unarchivable games. Later, Sam gives a brief eulogy for the Wii U, sadly taken from us too soon.

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Exploring a world of crypts with Lili Zone

Lili Zone (she/they) is the experimental game designer behind works like Crypt World (2013) and Crypt Underworld (2023). She took some time to chat with me about Crypt World’s origins, the nearly decade long development of Underworld, and what she has planned for the future now the crypts are behind her. We also dig into the evolving conception of indie games, the “small games matter” PR amnesia cycle, and gaming’s ongoing embarrassment and adoration for Great Men™.

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Canvas on making your mechanics crunchy and your robots gay

Canvas (he/she), aka bighandinsky, is the creator of crunchy, narrative driven scifi games A Forgetful Loop and A Day of Maintenance. He’s collaborated with fellow writers and indie devs Freya Campbell and Elliot Herriman, and joined me on this episode to chat about integrating dense narration into mechanics heavy games, writing casual and circuitous conversations with robots, and the struggle of managing energy and stress during longterm projects.

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Lily Valeen and the final boss of mobile games

Lily Valeen (she/they) is a game designer, writer, and artist who recently released BOSSGAME: The Final Boss is My Heart, a mobile action game about lesbian devil hunters. She joined me on the show to dive into BOSSGAME's development, the frustrating preconceptions around mobile games, and writing queer romance. Later on, we encourage you to befriend your cool mutuals.

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Kate Barrett's sleepless journey to Ready Player Fuck

Kate Barrett (she/her) is a game developer and comic artist best known for her playful, irreverent, and frequently copyright infringing design philosophy. She joined me this episode to retrace her curiosity-turned-obsession with Earnest Cline’s novel, evangelize her suitably unorthodox commitment to Blitz3D, and discuss the freedom that comes with embracing Glorious Trainwrecks.

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