Episode Synopsis "Try, Try Again Souls (Entry 3)"
Maybe the real Demon's Souls were the friends we made along the way...
Listen "Try, Try Again Souls (Entry 3)"
More episodes of the podcast Moon's Game Design Diaries
- Radical Rabbit Stew Part Three: Earning the Challenge (Entry 18)
- Radical Rabbit Stew Part Two: Nostalgia-Informed Presentation (Entry 16)
- Radical Rabbit Stew Part One: Frantic Arcade Brilliance (Entry 15)
- F-Zero Part Three: Conjuring a Sense of Speed from Sight and Sound. (Entry 12)
- F-Zero Part Two: Well-Aged Fun (Entry 11)
- F-Zero Part One: Communicating Intensity Through Gameplay (Entry 10)
- Kirby Needs to Be Harder (AF 2022)
- My Fear of Mediocrity (Entry 9)
- The Innovation Problem, or Why New ain't always Good (Entry 8)
- Breath of The Wild's weapon durability system is good, actually. (Entry 7)
- Tetris: The Endless Puzzle (Entry 6)
- Kirbyism, My Favorite Design Philosophy (Entry 5)
- Uninked 1 (Moon Goes Off about archiving game stuff and art preservation)
- Good Ideas, Bad Execution (Entry 4)
- Try, Try Again Souls (Entry 3)
- Open Ended Design Courtesy of 1974 (Entry 2)
- Communicative Level Design in Mario World 1-1 (Entry 1)
- Moon's Game Design Diaries (Trailer)