2020 was the end of yet another decade of the game industry, and like with each one that came before it, the industry would grow and completely change to the point that it would be unrecognizable to anyone looking back at it in the future.

After finishing Library of Ruina I decided to go back and play Project Moon’s first game: Lobotomy Corporation. Both games couldn’t be further apart in terms of design despite being connected at a story level.

Celebrating Indie Games

It’s interesting that two of the most underrated games I could think of for this collaboration are both shmups. For the final two games I wanted to talk about in this series, they both may have the same foundation of bullet hell and shoot-em-ups (or shmups) but couldn’t be further…

Celebrating the Nintendo GameCube

The GameCube was a unique console and showed how Nintendo would eventually split off from what was considered the standards of AAA set by Sony and Microsoft.

There are a lot of gems on the GameCube, as I’m sure my fellow writers are talking about in their pieces. For mine…

Ihave wrapped up my play of Library of Ruina and there is one consistent problem with the game, and I’m sure one of the major pain points for everyone who played it: a lack of feedback. When it comes to learning a videogame, feedback is one of the most important…


The beat-em-up genre has had a long life in the videogame industry — from the likes of Double Dragon, Streets of Rage, River City Ransom, and many more. Those three franchises have all seen new life in modern-day revivals over the last decade, but they still lack in trying to…

I didn’t think I would be replaying Quake anytime soon. Then again, I didn’t think that Doom Eternal would become one of my favorite FPS games. …


SUPERJUMP is currently publishing a series of stories that are all about celebrating indie games (when the series is done, we’ll pull them into a larger feature — Ed). One reason I wanted to participate in the series is to shine a light on lesser-known indie games that deserve more…


There are plenty of roguelikes that deserve to be mentioned and praised: I discussed many of them in Game Design Deep Dive: Roguelikes.

"I think people who think Dark Souls is too hard are just in their own heads. Its not as bad as everyone makes it out to be." This is a point where I feel a lot of people get wrong about Dark Souls and Souls like design (at least the good examples). These games aren't difficult because of a super high skill curve, but that they start out harder than most games.

There's a reason why most people who beat these games never worry about difficulty, it's because they've made it past the learning and difficulty curve and there's nothing else left to throw them a curveball. That's why a lot of what I talked about in this piece is in the onboarding and new player's perspective, to try and get them to that same point of mastery.

Josh Bycer

Josh Bycer is the owner of Game-Wisdom and specializes in examining the art and science of games. He has over seven years of experience discussing game design.

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