Edge Guard artwork

Edge Guard

199 episodes - English - Latest episode: about 2 years ago - ★★★★★ - 9 ratings

Taking a closer look at games on the fringe

Video Games Leisure
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Episodes

98 - Neon Boost

July 07, 2019 10:06 - 40 minutes - 68.1 MB

In this episode, we play Neon Boost, a speed-based parkour game built around wall running and rocket jumping. We talk a bit about the nature of rocket jumping as a mechanic, and why it might produce some mechanical dissonance by its very nature. We also talk about how much we appreciate the, uh, “wonky shit,” to use Blake’s technical term, that the game allows you do. The episode ends with the revelation that our hosts disagree about whether “videogame” is one word or two.    Find the game...

97 - The Last Survey (Demo)

June 30, 2019 10:00 - 45 minutes - 77.6 MB

In this episode, we explore the first chapter demo of The Last Survey, a narrative game by Nicholas O’Brien. We talk about how much we like the animation style of this game, the ways that this game manages to portray the halls of corporate power in an alien and unnerving way, and how its themes of decision-making are related to its form. Then we go on a long digression about climate change and how annoying Elon Musk stans are.    Download the game here: https://m3m3x.itch.io/the-last-surve...

96 - Spider-Man: Ultimate Avenger

June 23, 2019 10:00 - 48 minutes - 82.6 MB

Things get a little bit silly this week, as we talk about a game with name of dubious copyright legality: Spider-Man Ultimate Avenger, by Big Trash Games. We find great joy in its goofy ragdoll physics, which prompts Jordan to talk about Henri Bergson (for some reason). In general, we talk about how this game makes use of humor and stupidity, for better and worse.   Find the game here: https://bigtrashgames.itch.io/spiderman-ultimate-avenger And follow the creators on Twitter: @bigtrashg...

95 - Don't Split the Party

June 16, 2019 10:07 - 39 minutes - 65.5 MB

In this week’s episode, we don’t play Dungeons and Dragons, but we do play a game about Dungeons and Dragons: Don’t Split The Party, a text-based social sim by Benjamin Bello and Nick Carbonara. We talk about the affordances of interactive fiction, “attractive people representation,” Mass Effect, contrived game choices, and the extremely-real struggle to maintain a D&D group.   Find the game here: https://neon-android.itch.io/dont-split-the-party And follow the creators on Twitter: @Nick...

94 - Explore Kyoto's Red Gates

June 09, 2019 10:20 - 47 minutes - 79.2 MB

This week’s “game” is something a little bit different: “Explore Kyoto’s Red Gates,” a virtual tour of Kyoto’s famous Fushimi Inari Taisha shrine built with the Unreal Engine by Matt Newell. We wrestle with the implications of recreating real spaces in virtual environments, Jordan gets motionsick (as usual), we speculate about the historical experience of visiting the red gates, and talk about the many uses of simulations.   Find the game here: https://cavesrd.itch.io/kyoto And follow th...

93 - Islanders

June 02, 2019 10:00 - 52 minutes - 90.5 MB

  In this week’s episode, we check out Islanders, a minimalist city management game by Grizzly Games Co, the developers behind Superflight. We talk about how this game seems to use systems to express ideas about urban politics, as well as how it tinkers with the city building formula in a way that makes your cities feel more organic and unplanned. Blake is very proud of his city. And his seaweed farms.     Find the game here: https://store.steampowered.com/app/1046030/ISLANDERS/ And foll...

92 - The Interlude

May 26, 2019 10:00 - 40 minutes - 70.9 MB

This week’s game is “The Interlude,” an “anti-thriller” with a retro visual style by Eli Cauley and David Cribb. In keeping with the recent trends of games we’ve played, it’s a game about the time-wasting fidgeting that you’re driven towards while you’re sitting in a car with nothing to do. We talk about mid-2000s technology, T9 texting, obsolete ringtones and ringtones still to come, and the ways this game plays with the expectations of the thriller genre. Also, we make it clear that we’re ...

91 - ROM

May 19, 2019 10:02 - 39 minutes - 70.2 MB

In this week’s episode, we talk about ROM, a short exploration game made by Paul Schnepf, Rainer Windolph, and Friedemann Allmenröder, three game design students at HTW Berlin. Between the game’s impressive art style and unique weather-control mechanic, there’s a lot for us to talk about: memories of Oxenfree, effective sound design, satisfying machine noises, and also controllers, for some reason.   Download the game here: https://bincurlgames.itch.io/rom And follow the creators on Twitt...

90 - Zephyr

May 12, 2019 10:00 - 43 minutes - 74.7 MB

In this week’s episode, we check out Zephyr, a procedurally-generated FMV game for iOS designed for Train Jam by Michael Walker. Its random language prompts us to reflect on some of the aspects of game interfaces that we just take for granted, and talk a bit about what makes a game a “game designer’s game.” Also, we speculate about how police jurisdiction works on trains.   Find the game here: http://warpdoor.com/2019/04/23/zephyr/

89 - Northbound

May 05, 2019 16:10 - 53 minutes - 87 MB

In this week’s episode, we take a roadtrip through somewhere in Northern Europe in Northbound, a narrative game by Johannes Köberle and Arno Justus. It’s a play on the walking simulator, although Jordan doesn’t even realize you can, um, walk. We talk about the ways that this game succeeds at simulating the feeling of being on a roadtrip, and a minor side-plot prompts some reminiscing about childhood pranks.   Follow the creators on Twitter: @KoeberleJ, @SuperBalrog Download the game here...

88 - Paint Andy

April 28, 2019 10:00 - 41 minutes - 69.5 MB

For this week’s episode, we talk about Paint Andy, a game by Andrew Brophy about playing around with different paint effects. Blake tells us in detail about his enthusiasm for playing this game with music, and the game’s strangeness prompts a discussion about how obtuseness can be a good thing in game design.   Download the game here: https://andrewbrophy.itch.io/paintandy And follow the creator on Twitter: @andrewbrophy

87 - Type Dreams

April 21, 2019 09:59 - 49 minutes - 83.9 MB

This week, we check out a new game by Richard Hofmeier (designer of Cart Life): Type Dreams, a game about typing as quickly as you can. As it turns out, typing fast can be extremely hard (Blake calls it “the Dark Souls of typing games”). The game prompts a discussion about the history of print, game controllers, Warren G. Harding’s naughty letters, world record type speeds, and the reasons for Steampunk’s appeal.   Find the game here: https://hofmeier.itch.io/type-dreams And follow the c...

86 - beat tape (2019)

April 14, 2019 10:00 - 44 minutes - 77.8 MB

This week, we check out a “beat tape” compilation of JRPG combat systems by a developer named, uh, well, “JRPG Combat Systems.” The game’s intentionally-inscrutable tone prompts us to go an extended tangent about From Software games and obtuseness as a style of game design. It’s a relevant digression, I swear! It’s not just because we’ve both been playing Sekiro nonstop for two weeks!   You can find the game here: https://jrpgcombatsystems.itch.io/ And follow the creators on Twitter: @jr...

85 - The City Haze

April 07, 2019 10:00 - 47 minutes - 79.4 MB

In this episode, we check out The City Haze, a game about musing on city life by Kristian Torgard. The game prompts discussion about how people relate to the cities they live in, and an extended digression about cities in videogames. We also get a great demonstration of co-host telepathy when Jordan totally guesses something Blake wrote just based on a hunch.   Follow the creator on Twitter: @AergiaGame You can download the game here: https://aergia.itch.io/the-city-haze

84 - I Locked Myself In My Room For Three Weeks And Just Looked At Anime Smut Online

March 31, 2019 10:10 - 32 minutes - 56.6 MB

We play the descriptively-titled short game “I Locked Myself in My Room For Three Weeks and Just Looked at Anime Smut Online.” It’s an ambiguous game that prompts a surprisingly substantial conversation about self-deprecating thoughts, objectification, and feeling powerless. Also, we learn what “absolute territory” means in anime. It’s, uh, really something. Look it up (with safesearch on)!   Follow the creator on Twitter: @jenn_raye And download the game here: https://jenniferraye.itch.i...

83 - Handulum

March 24, 2019 10:00 - 47 minutes - 82.8 MB

This week, we get a lesson in counterintuitive physics in Handulum, a flash game about using pendulum motion to traverse a level. We talk about pendulums, Newton balls, 3rd-grade physics lessons, game camera programming, and more—good shit! In an extended aside, we conclude, curmudgeonly, that gamer kids these days have it too good.   Play the game here: https://www.newgrounds.com/portal/view/715081 And follow the creator on Twitter: @wombatstuff

82 - Lofi Ping Pong

March 17, 2019 10:10 - 34 minutes - 60.6 MB

In this episode, we feel the rhythm of Lofi Ping Pong, a ping pong-themed rhythm game by Calvares. It’s a hard game—like, really hard—and we begin by talking a bit about what makes it quite so difficult. This prompts a discussion of all the tiny design and technological challenges that rhythm games face in simulating a perfect beat, from the mathematics of timing to anticipating the latency of monitors.   Find the game here: https://calvares.itch.io/lofi-ping-pong And follow the creator ...

81 - How to be a Tree

March 10, 2019 10:00 - 40 minutes - 70.5 MB

Have you ever wanted to know how to be a tree? Well, if so, good news, because this week we play a game that teaches you 16 different ways to do just that. In this unusual take on the platformer, you take control of a fractal tree and control its shape by altering the angles of the individual branches. We start by struggling to even define and describe the core mechanic of this game, before talking about each separate branch (haha) of the narrative, each one more surreal than the last.   ...

80 - The Norwood Suite

March 03, 2019 10:00 - 57 minutes - 98.6 MB

This week, we check out another game from Cosmo D, whose game Off Peak we awarded an Edgie to last year: The Norwood Suite, a musical exploration game about the titular Hotel Norwood and its many strange inhabitants. We talk about how this game’s surreal level design makes you feel lost even as the charm of the characters somehow makes you feel at home. Jordan encounters a puzzle that puts his tone deafness to the test. Blake explains why the connection between the game’s music and its dialo...

79 - becalm

February 24, 2019 09:59 - 37 minutes - 64 MB

Things get super c h i l l in this episode about Becalm, a short and relaxing game about sailing through a colorful seascape. It’s a visually incredible game, which we talk about at length, before concluding that this is one of the few games that actually deserves the description “meditative.” Then, without any evidence whatsoever, we speculate about the evolutionary origins of why certain colors and noises are calming.   Download the game here: https://colorfiction.itch.io/becalm And fo...

78 - Initen

February 17, 2019 10:00 - 42 minutes - 74.1 MB

This week, we play Initen, a game about using sound to rejuvenate a desolate landscape that was designed by a team of students at Supinfogame Rubika. We talk about the game’s visual style and visual influences, and in that respect we’re both impressed by what a team of students were able to produce. The game’s sound puzzles prompt us to chuckle at Jordan’s tone deafness, and also rant about a CERTAIN sound puzzle in a different puzzle game.   You can download the game here: https://initen....

77 - Black Room

February 10, 2019 10:00 - 47 minutes - 79.8 MB

This week, we explore “Black Room,” a dreamlike exploration game by Cassie McQuater about trying to use an old trick you learned from your mother to help you fall asleep. We talk about the way this game uses the browser itself as a game mechanic, as well as the history of gender representation in videogames. Blake claims that he doesn’t know what the meaning of “pop-up” is anymore.   Find the game here: https://cass.itch.io/blackroom And follow the creator on Twitter: @cassiemcquater

76 - Grace Bruxner Presents: The Haunted Island, A Frog Detective Game

February 03, 2019 10:00 - 40 minutes - 68.3 MB

This week, we play as amphibious investigators in “Grace Bruxner Presents: The Haunted Island, a Frog Detective Game” (it’s a mouthful). We talk about how this game borrows from the classic adventure game formula, as well as how it manages to be so consistently funny. It’s just all around a lovely game. If you are a person who loves joy, you should play it.   Find the game here: https://fisho.itch.io/haunted-island And follow the creator on Twitter: @gracebruxner

75 - Kaiju Super Datetech

January 27, 2019 10:00 - 38 minutes - 65 MB

This week, we play about Kaiju Super Datetech, a game about building a giant robot to go on a date with Godzilla. We talk about tactics for building the best Kaiju-love-machines, as well as how the platformer format makes the shape of your robot inevitably comical and childish. Blake tells us about Lego magazine.   Download the game here: https://powerhoof.itch.io/kaiju-super-datetech And follow the creators on Twitter: @powerhoof

74 - Brendan Keogh's Putting Challenge

January 20, 2019 10:00 - 44 minutes - 74.1 MB

This week, we head to the front nine for some good old fashioned golfing in “Brendan Keogh’s Putting Challenge”, a game by, you guessed it, Brendan Keogh. We talk about our real life experiences with golf, as well as our somewhat skewed perceptions about golf always serving some sort of business networking purpose, and how these contrast with the game’s lonely, somewhat meditative take on the sport. We also go deep on how this game pushes up against the technical limits of Pico-8, and how ou...

73 - Make It Juicy

January 13, 2019 10:00 - 40 minutes - 69 MB

This week, we check out a new kind of object of discussion for the podcast: “Make it Juicy,” a game/presentation designed by Lonebot that demonstrates how to make a game more “juicy” without fundamentally altering its mechanics. After a brief discussion of what exactly game juice is, we speculate about whether juice is simply “better” or if it can actually alter a game’s theme in concrete ways. And Jordan talks about alien refuse, for some reason.   Play the game in-browser here: https://l...

72 - Friendgun

January 06, 2019 10:00 - 43 minutes - 74.4 MB

In this week’s game, Friendgun, bullets are also buddies, so we have to make some tough decisions in order to shoot the evil spirits that have overtaken our childhood village. We chat about the surprising amount of character and charm contained in this game about shooting your friends from a gun, and are just generally impressed with its ability to make your choices feel meaningful in such a short amount of time. We both saved the village but… at what cost??   Download the game here: https...

71 - Beach Date

December 30, 2018 10:00 - 34 minutes - 57.3 MB

In this episode, we talk about Beach Date, a short game about a romantic evening on the beach by Nina Freeman and Jake Jefferies. The game prompts us to have a discussion about the inherent fun of playing with the physics simulations in games, as well as to talk a bit about how this game departs from the intense goal-based format of most videogame romance.   Download the game here: https://starmaidgames.itch.io/beach-date And follow the creators on Twitter: @hentaiphd, @manofdingus

70 - Don't Trip

December 16, 2018 15:40 - 39 minutes - 68.1 MB

In this episode, we play “Don’t Trip,” a mobile “walking simulator” (but not in the way you think). We talk a little bit about the affordances and limitations of mobile gaming controls, and speculate about what makes the strange world of mobile gaming tick. Also, Blake gives us a taste of his best “trailer voice.”   You can find the game here: http://www.noodlecake.com/games/dont-trip/ And follow the creators on Twitter: @noodlecakegames

69 - Throw Away Game: GOTY Edition

December 09, 2018 10:00 - 34 minutes - 58.9 MB

What happens to a first-person shooter if you take away the bullets? We play a game that answers just this question: Throw Away Game GOTY Edition, a GMTK 2018 Game Jam game designed by Seth Johnson and Jason Ty Hall. We talk about the intrinsic fun of goofy physics simulations, as well as why failing is almost as fun as succeeding in this game. Also, Blake becomes a human slide whistle.   Download the game here: https://chefseth.itch.io/throwawaygame And follow the creators on Twitter: @...

68 - Shady Knight

December 02, 2018 10:00 - 47 minutes - 83 MB

This week, the boys explore the juicy and brutal Shady Knight by Alexey Sigh (@cptnsigh on twitter). The game’s hectic but satisfying first-person sword combat prompts a discussion of camera perspective, melee combat, and spatial awareness in action games. This discussion causes a few realizations, including the revelation that DOOM 2016 has perhaps more in common with a melee action game than other first person shooters, and that Skyrim’s combat is, indeed, pretty boring. Be sure to play t...

67 - One Hour One Life (Revisited)

November 25, 2018 10:00 - 51 minutes - 81.7 MB

This week, we revisit Jason Rohrer’s multiplayer civilization-building game and Edgy Award Winner One Hour, One Life. We wanted to revisit the game some months after launch and see how far its players had managed to progress during that time. Unfortunately, we discover that not much has changed, and we speculate as to which of the structural limitations of the game might be responsible. But the game still creates great emergent stories, and we share a few from our latest playthroughs. In one...

66 - Good Morning Drifter

November 18, 2018 10:00 - 35 minutes - 52.9 MB

This week, we hang around, watch some street races, and eat pears, in Good Morning Drifter, a game for the AGBIC jam by LOWPOLIS. It’s a racing game, but your car is in the shop today, so you hang around and chat with the other racers instead. We chat about how this game manages to be fun and charming based just on conversation, and the age of the characters prompts us to talk about what life is like in your 20s.   Download the game here: https://lowpolis.itch.io/good-morning-drifter And...

65 - Rave and Claw

November 11, 2018 09:59 - 48 minutes - 78.2 MB

We play Rave and Claw, a game about shooting a grappling hook and slamming into enemies, made by Owen Senior for the 2018 GMTK Game Jam. As it’s a pretty juicey game, it prompts us to talk a bit about “game feel,” which naturally leads Blake to once again talk about his favorite Jan Willem Nijman instructional lecture. Also, Jordan shares a theory of game feel that he heard at a party.   Download the game here: https://ostsenior.itch.io/rave-and-claw-full And follow the creator on Twitte...

64 - Tomscape

November 04, 2018 10:00 - 41 minutes - 65.4 MB

Runescape? No, TOMscape! That’s right, we play Tomscape, a Sokpop Collective game designed as an homage to the Runescape days of old. We wax nostalgic about playing the classic browser game as youths, and talk about the various ways that this game manages to recreate the classic feel. Turns out we have some great Runescape stories, too: in one, Blake narrowly avoids getting swindled, and in another, Jordan discovers capitalism.   Download the game here: https://sokpop.itch.io/tomscape And...

63 - Player Known Battleground

October 28, 2018 10:00 - 34 minutes - 52.4 MB

It’s time for Player KNOWN Battlegrounds (haha), a game about a tour guide at the Gettysburg Memorial. The game prompts us to wildly speculate about the history of American wars, and for some reason also about folk music. Which means you get to hear Blake marvelously sing “The Battle of New Orleans.”   Download the game here: https://gamejolt.com/games/playerknownbattlegrounds/335232 And follow the creators on Twitter: @StevenJHarmon1, @zeldatsi

62 - 10 Mississippi

October 21, 2018 10:00 - 33 minutes - 53.1 MB

This week’s game is 10 Mississippi, a stop motion narrative game about the intimate experience of the everyday developed by Karina Pop. We chat about how this game creates feelings of uncomfortable closeness, as well as how it uses unusual button mappings to simulate the tactile feeling of everyday life. Also, we completely misunderstand an obvious masturbation pun.   Play the game in-browser here: https://knarniapop.itch.io/10-mississippi And follow the creator on Twitter: @knarniapop

61 - Hot Pot

October 14, 2018 10:00 - 37 minutes - 59 MB

This week, we play Hot Pot, a game about an animated pot that steals food in order to feed hungry passers-by. We discuss what makes the avatar of this game intrinsically fun to control, and then transition to a conversation about “A Game By Its Cover,” the game jam for which this game was designed. Also, Blake can’t think of the word “objective.”   Download the game here: https://t.co/aR1qDosv1C And follow the creators on Twitter:  @Zugai89, @raisedbywoes

60 - What Goes Up

October 07, 2018 10:00 - 52 minutes - 81.6 MB

What goes up doesn’t necessarily come back down in “What Goes Up,” a “platformer without falling” developed by Lonebot for the 2018 GMTK game jam. We talk about what gives a puzzle game a good “Portal moment” in which everything suddenly clicks together, and how impressive it is that such a small game jam game manages to pull it off. The game prompts a discussion about how videogames try to integrate their “thematic genre” and “mechanical genre,” and how some mechanics can accommodate a grea...

59 - Turnip

September 30, 2018 10:00 - 33 minutes - 52.8 MB

We explore a polygonal world of garden vegetables and household furniture in Turnip, a short exploration game by Adam Pype (AKA “papercookies”). The game prompts a discussion of retro 3D graphics and spatial design—plus, it has a sense of humor and cartoon lightheartedness that we both appreciate.   Download the game here: https://papercookies.itch.io/turnip And follow the creator on Twitter: @adampi

58 - Enhance.Computer

September 23, 2018 10:00 - 45 minutes - 71.2 MB

Computer, ENHANCE! We play enhance.computer, a voice-controlled cyberpunk game about that absurd crime show trope in which investigators somehow add pixels to images they are inspecting. We talk about the affordances (and limitations) of voice controls, as well as explore some of the darker real-world implications of the crime-predicting technology described by this game. Also, Alex Jones in Spiderman?   Play the game here: enhance.computer And follow the creator on Twitter: @nicolehe

57 - Liquorice

September 16, 2018 10:00 - 43 minutes - 68 MB

What has boris created? We try to answer that question in our discussion about Liquorice, a surreal first person exploration and sound-generation game by dlareme (A.K.A. boris). It’s a game that defies expectations—so much so, that both of us almost missed the core mechanic when we first played it. We talk about the particular experience of enchantment produced by not knowing how a computer program works, and all the many ways that this game plays with perception.   You can purchase the g...

56 - Tiny Towns

September 09, 2018 10:00 - 41 minutes - 64.3 MB

SimCity meets Stephen’s Sausage Roll in “Tiny Towns,” a Ludum Dare puzzle game by designer “Bearish” about balancing the happiness of residents in a town to their material needs. We chat a bit about how the the puzzle genre and the management sim genre interact (and maybe conflict), and Blake talks about his, uh, intense Stardew Valley strats.   Play the game here: https://bearish.itch.io/tiny-towns And follow the creator on Twitter: @Beariish

55 - The First Annual Edge Guard Awards (The Edgies)

September 02, 2018 10:00 - 1 hour - 136 MB

It’s the first annual EDGY awards! In this very special anniversary episode, we look back at every game we’ve played so far and pick the winners for six different award categories that celebrate various aspects of game design and creativity. The awards span from the silly to the serious—you’ll just have to listen to the episode to find out what they are and what games took the cake.

54 - Magic Sabotage

August 26, 2018 10:00 - 40 minutes - 63.8 MB

This week we solve our way through Magic Sabotage, a physics puzzle game by Burgundy Unit, a team of student designers at the School 4 Games in Berlin. We talk about the fun “Rube-Goldberg-iness” of the puzzles in this game, as well as dive a bit into the technical nitty-gritty of how good puzzle design works in general. And, yes, Blake beat Jordan once again.   Download the game here: http://magicsabotage.school4games.net/

53 - Cyberpet Graveyard

August 19, 2018 10:00 - 50 minutes - 78.6 MB

We play a “game” by Natalie Lawhead (Alien Melon) called Cyberpet Graveyard, a delightfully bizarre piece that is part Twine game, part surrealist critique of corporate culture, and part ARG-style “found file” narrative. Between laughing at cartoon vampires that we keep opening and closing during the recording, we chat about the weird things this game manages to get .exe files to do, as well as the contemporary state of developer culture.   Download the game here: https://alienmelon.itch....

52 - Micro Aces

August 12, 2018 10:05 - 39 minutes - 61.1 MB

This week, a love letter to Micro-Machines games of yore: Grooly's Micro Aces! Blake is better than Jordan again! Controls are Squrrielly (but in a meaningful way)! Being tiny in a normal-sized world is intrinsically fun! Video Games are in effect! Also: sorry about Blake's poor audio quality, this will be rememdied next episode! Check out the game on itch: https://grooly.itch.io/microaces

51 - The Synchronist

August 05, 2018 10:00 - 40 minutes - 63.3 MB

Blake and Jordan make the stars align—or, at least, some letters and shapes—in The Synchronist, a puzzle game about moving sliders made for Minimalist Jam 3 by Gregory Beal. Our hosts talk about why removing the instructions from any machine interface instantly creates a puzzle, “futzing” with sliders, and Blake is proud to finally defeat Jordan at a game. Jordan uses motion sickness as an excuse.   Play the game here: https://elgregos.itch.io/synchronist And follow the creator on Twitter...

50 - Rhythm Overdrive

July 29, 2018 10:00 - 37 minutes - 59.6 MB

We get a little funky in Rhythm Overdrive, a shoot ‘em up game with rhythmic elements. Jordan mistakes his own love of a good beat with an actual game mechanic, Blake tells the people about the concept of game “juice,” and the two of us also talk a bit about why game players tend to over-value visual polish as a metric for overall game quality.   Download the game here: https://diblow.itch.io/rhythm-overdrive And follow the creators on Twitter: @valet_louis @Thomas_Polfliet

49 - Dream Hard

July 22, 2018 10:00 - 42 minutes - 66.6 MB

Blake and Jordan return to the podcast’s roots for another game by Robert Yang: “Dream Hard,” a queer action game about defending a club in NYC from oncoming fascists. Our hosts talk about how this game, like much of Robert Yang’s work, has a really fun and joyous attitude towards sexuality, and also jam out to the game’s playfully vulgar soundtrack.   Download the game here: https://radiatoryang.itch.io/dreamhard And follow Robert Yang on Twitter: @radiatoryang

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