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How to Make Brilliant Games With 0 Combat
20 November 2025

How to Make Brilliant Games With 0 Combat

A Game Dev Podcast With Jonas Tyroller

About

This is a conversation with Danny Weinbaum from @EastshadeStudios, the creators of one of my favorite roleplaying games, Eastshade, currently working on a new game called "Songs of Glimmerwick". How do you make successful adventure game? What makes for good quests? How to write peaceful games and bring them to satisfying conlcusion? How to craft beautiful environments?




Links to my Guests


➤ On YouTube: @EastshadeStudios


➤ Eastshade on Steam: https://store.steampowered.com/app/715560/Eastshade/


➤ Songs of Glimmerwick on Steam: https://store.steampowered.com/app/1706510/Songs_of_Glimmerwick/




Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):


➤ https://tyrollerjonas.podbean.com/




0:00 - Intro


1:00 - Leaving Lyndow


3:30 - From AAA to indie


6:12 - Eastshade in a nutshell


8:52 - Designing a living world without combat


11:13 - Appeal vs fun; discovering the painting loop


15:43 - The “walking sim” problem


18:06 - Explainer trailers


19:50 - Grizzly Games team size and roles


21:20 - Market research, scraping Steam


27:32 - Eastshade sales and budget breakdown


28:55 - Full voice acting


31:18 - Environment art fundamentals


36:03 - Performance strategy


43:35 - Composing “hero shots”


44:40 - Unique landmarks, modular tilesets


49:41 - tiny open worlds; Glimmerwick’s world


51:11 - What makes a good quest


54:29 - Case study: the island mystery


56:03 - Glimmerwick’s budget, team, and timelines


57:35 - Glimmerwick’s origin and the “one captain per game” rule


59:49 - Positioning in the witchy/magic-school space


1:03:00 - Early reception: wishlists, betas


1:06:41 - From free camera to fixed


1:13:58 - Prototyping adventure games


1:20:02 - Locks and keys done right (Outer Wilds)


1:26:18 - Magic systems in Glimmerwick: spells, farming, potions


1:28:31 - Tech art pipeline and approach to writing


1:31:38 - Marketing; word of mouth


1:36:20 - Time system innovation: “event pucks”


1:40:57 - Why time makes worlds feel alive


1:43:21 - YouTube strategy: audience, impact, and shorts


1:49:12 - Turning illustrations into worlds


1:53:48 - Where to start with an adventure game


2:04:07 - Replacing combat: a merchant-driven adventure idea


2:11:06 - Glimmerwick status: wishlists, demo, conversion


2:12:22 - Show the verbs: improving the store page


2:16:37 - Marketing plans and development status


2:18:10 - Designing satisfying non-combat endings; Eastshade’s farewell


2:22:48 - Glimmerwick’s ending approach: reunion and nostalgia


2:25:26 - YouTube ROI and streamlining devlogs


2:31:10 - Thumbnails, hooks, and careful advice


2:32:42 - Game quality vs marketing; reading Steam’s middle class


2:34:18 - Game show idea, “friend slop,” trends vs art, and co-op


2:38:38 - Wrap-up




My game "Thronefall":


➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/


➤ Discord: https://discord.gg/gVYctptyg8


➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview




My game "Will You Snail":


➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/


➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK




For the game developers among you:


➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ