Episodes
Earlier this year, our Financial Controller, Jen, realized our Playdate inventory was 2,000 units short. How did that eventually lead us to a Circle K in North Las Vegas, and just how much should you tip for a roofing consultation, anyway? Buckle up, because we are going for a ride—in Magnum P.I.'s cool car.
Published 11/19/24
Published 11/19/24
Faraway Fairway is a procedurally-generated mental health golf game--but what does that mean? Hedgehog Dreams Studio Head Rokashi talks about their journey to create a relaxing golf adventure that's all about persistence and taking care of yourself.
Published 05/29/24
Lucas Pope on how he builds games, what inspired him to create one for a younger audience, and what drew him to design that game especially for Playdate!
Published 03/14/24
For this final episode of the first season of the Playdate Podcast, Christa wanted to do something a little different. So she asked the Playdate team and the Season One developers one question: "What do you love about video games?"
Published 04/18/23
Panic wants everyone to make games for Playdate, and creating better, more empathic stories—while diversifying the games industry—is key to the mission of narrative development company Sweet Baby Inc. So Panic and Sweet Baby, along with Strange Scaffold, teamed up to pair industry veterans with first-time developers from diverse backgrounds to create and ship two Playdate games in just six months. Hear how the mentors and mentees approached these projects, and then download and play Reel...
Published 04/11/23
Everything is a remix, but how do you ensure you're paying homage to the things you love, rather than just rehashing them? Designer/Developer Shaun Inman and Composer/Sound Designer Matthew Grimm talk about drawing inspiration while creating something new and original, with their Link's Awakening-inspired game, Ratcheteer——which won "Game of the Year" in the 2022 Playdate Community Awards!
Published 03/28/23
How would Panic approach making a game store? Designer Neven Mrgan, Playdate Developer Relations Head Arisa Sudangnoi, and Panic Co-Founder Steven Frank talk about creating a curated selection of games where it's fun to browse and to buy! Plus: hear from some of the developers whose games are part of Catalog’s debut!
Published 03/14/23
Not a lot of people know that Panic made video games in the late '70s! Cabel Sasser fills us in on b360's decades-long history, designer Neven Mrgan remains committed to the bit as he talks about his contributions to the Playdate version of the game, and Dan Messing reveals what he learned from developing b360 simultaneously with the Playdate SDK. Plus: Panic's own Jesus Diaz and Aaron Bell talk about their musical and sound design collaboration.
Published 03/01/23
Creator TPMCO shares his game development philosophy and insights gleaned over decades of working on MSX systems. Inspired by side- and vertical-scrolling shooters, plus the rebounding block destruction of "Breakout," Battleship Godios is an action game requiring skill and precision, with all-new twists on some arcade classics.
Published 02/14/23
What if the in-world fire prevention mascot from Firewatch had his own licensed platformer back in the late '80s or early '90s? And what if in making that concept game, developer Nels Anderson and artist Christina-Antoinette Neofotistou actually re-skinned an older Japanese game—that had _already_ been half re-skinned as a game about fire prevention!—that Nels had found on some random internet ROM forum? It's the story of Forrest Byrnes: Up In Smoke!
Published 01/31/23
Since there's no new episode of the Playdate Podcast this week, we thought you'd enjoy this episode of the Panic Podcast, which is all about Australian indie game developers House House, Untitled Goose Game, and what any of this had to do with a little company known for making Mac and iOS software in Portland, OR.
Published 01/17/23
In this week's special format episode of the Playdate Podcast, Nick Suttner joins Christa Mrgan as host, while the two teams behind Season 1, Week 9 get together over zoom to ask each other about their games! Jada Gibbs, Nick Splendorr, and Ryan Splendorr weigh in on who they think the player in Inventory Hero really is, while Panic's Steven Frank, Neven Mrgan, and James Moore ask about Spellcorked's development, game design, and incredible animation.
Published 01/03/23
Chuck Jordan felt his "Advance Wars"-inspired tactics game was missing something—then he remembered the joy of "Pokémon Snap." Find out how the adventure game veteran ended up mixing turn-based tactics with cryptid group photography in “Sasquatchers” for Playdate.
Published 12/20/22
Game Designer Zach Gage on his love of editing existing games——where he plays with expectations within a well-established rule set——and how making a few small tweaks to the cellphone classic "Snake" led to surprising gameplay in his game "Snak" for Playdate. Plus: Panic Designer Neven Mrgan talks about the inspirations behind the art he created for both the in-game graphics and the launcher card, an homage to over-the-top game box art of the '80s and '90s.
Published 12/06/22
Whether it's composing music for your game or designing your own sound effects, challenging yourself to expand your game dev toolset can lead to unexpectedly satisfying results! This week, Chris Makris, creator of Saturday Edition, and Greg Maletic, Playdate Project Manager and developer of Star Sled, interview each other about their Season 1, Week 8 games in this special format episode of the Playdate Podcast!
Published 11/22/22
Designer, developer, composer, and newly-minted foley expert Dave Hoffman on how they made a tongue-in-cheek game about golfing and corporate culture—two topics they confess to know nothing about! Putt your way to the top of the tower and become Chief Executive Golfer, in Executive Golf DX!
Published 11/08/22
How Dadako founder Hawken King fused his interests in role-playing games and chess into a minimalist, atmospheric puzzle game, with help from artist Dan Clarke and musician-turned-sound designer Justin DiCenzo. As the sole surviving pawn from an outmoded chess program, trapped in an ominous machine, can you use an old rule set in new ways to stave off the oblivion of being overwritten?
Published 10/25/22
Host Christa Mrgan answers listener questions from Twitter, Reddit, and the Playdate Squad Discord. Did Panic ever consider a left-handed model for Playdate? What games or apps surprised us by doing something we didn't think was possible? And what's up with Bluetooth? Listen now to find out!
Published 10/11/22
Mo Fikree—designer, developer, and CEO of Vertex Pop—talks about why he loves arcade-style games, and the ups and downs of creating the "Asteroids" homage "Hyper Meteor", including one of the hardest parts of programming\: naming things!
Published 09/27/22
With Zipper for Playdate, game designer, developer, and philosopher Bennett Foddy wanted to share his love of the particular style of isometric tactics games he grew up playing on the ZX Spectrum--games that may be unfamiliar to people from the United States. Drawing on the influences of Akira Kurosawa, the anime and manga series "Bleach", and the British game "Last Ninja 2," Zipper is a beautifully-crafted homage to classic samurai films and 8-bit black and white games.
Published 09/13/22
Writer and game designer Duncan Fyfe tells the story of Demon Quest ’85—from the small but mighty team, to an ill-advised management system for branching narrative paths, and how they ended up eschewing Playdate's crank in favor of a visual novel that pits the likes of the Marquis Shax of Hell against Beth from your high school Physics class.
Published 08/30/22
When custom-hardware game maker Gregory Kogos tried to copy his award-winning circular puzzle platformer RotoRing directly to the Playdate, it didn't quite pan out. Find out how he persevered to turn the game's core concepts into the delightfully addictive spin-off, Omaze!
Published 08/16/22
What does it mean to remember? As Samantha Kalman, Carol Mertz, Rachelle Viola, and Everest Pipkin created their innovative Playdate game blending procedural narrative and a musical memory puzzle, their ideas of memories evolved, along with their understanding of how most people hear, recognize, and recall music. What memories might be restored to the ECM1010 smart speaker devices when you play as a technician tasked with repairing them? And how does Playdate remember where you left off when...
Published 08/02/22
A small team from game development and publishing company Serenity Forge started out with a great idea for a Playdate-specific game, but soon realized its characters were kind of… boring. One arctic facelift and a lot of QA and play-testing later, and Flipper Lifter was a fun and fast-paced penguin-moving game (with a few key voiceover cameos and a great soundtrack)!
Published 07/19/22