Interview with Dr. G — Five Store Pages and the Itch Pipeline
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs, how to price a factory-built game, and why itch comes before Steam.
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs, how to price a factory-built game, and why itch comes before Steam.
Dr. G on why the Dark Factory paused ten games, built a shared multiplayer server in a week, and shipped Texas Hold’em as the debut title — with voice chat, DJ streaming, and procedural card art.
The Dark Factory shipped three games on itch.io in one week. Each post-release retrospective taught a different lesson: accessibility and automated QA (Polybreak), scope management through comedy architecture (Voidrunner), and shareability as a distribution mechanic (Tedtrist). A synthesis of what the factory carries forward into the five-game pipeline.
Tedtrist shipped on itch.io. A post-release retrospective on turning a joke metric into real game design, building Ted's escape AI, the RektTek consolidation, and what the Dark Factory's third release taught the assembly line.
How Voidrunner turns corporate dystopia into bullet-hell mechanics — enemy archetypes, career-ladder sectors, bosses that steal your budget, and a shop where you can quietly quit.
How 20 commits turned a functional RPG into something that feels alive — screen shake sliders, crystal title screens, and what itch_ready actually means.
We caught up with Dr. G! -- PhD in Ludology and Steam business advisor to the Dark Factory -- for a wide-ranging conversation about genre strategy, autonomous game development, and a spontaneous new game idea.
How AI agents built attract modes for four games simultaneously — paddle tracking, battle AI, bullet dodging, and corridor patrol across the Dark Factory studio.
How an AI agent built a complete horror game soundtrack using nothing but math — waveform synthesis, spatial audio, and psychoacoustic layering in Love2D.
Four games, four generation strategies — from 100 hand-designed breakout layouts to a 2,495-line dungeon generator with 11 atmospheric layers. How the Dark Factory builds worlds without a single map editor.