# 4-Player DeathBall, Devil's Peak, and Arcade Development Tips with Tony Hauber | Ep 168

**Source:** Indie Arcade Wave  
**Type:** video  
**Published:** 2025-06-06  
**Duration:** 24m 19s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=WP3ySAyQ-3Q

---

## Analysis

Tony Hauber, creator of the arcade game DeathBall, announces a 4-player cooperative version in development with Funco and discusses his new single-button skiing game Devil's Peak. The episode explores arcade game design philosophy, emphasizing core mechanics, intentional restrictions, and iterative discovery over pre-planned design.

### Key Claims

- [HIGH] DeathBall has 55 cabinets deployed as of MGC — _Tony Hauber stated directly: 'We deployed 55 cabinets. That's as of MGC.'_
- [HIGH] 4-player DeathBall is in design phase with Funco — _Tony Hauber: 'we are in the process right now with Funco in designing that' and 'we are excited that uh to announce that we're going to be launching a four four player death ball cab.'_
- [HIGH] Devil's Peak is a single-button skiing game where core score metric is distance plus speed — _Tony Hauber: 'the score is just going to be your distance plus your speed. That's it.'_
- [HIGH] Devil's Peak prototype received strong reaction at Midwest Gaming Classic with repeat plays and high score competition — _Tony Hauber: 'for being such a barebones prototype I was like really surprised by the reaction. Uh people you could see people playing it like sitting there playing it over and over again like trying to get a high score.'_
- [HIGH] DeathBall's 'slide' mechanic was discovered through rejecting user feedback for a turbo button — _Tony Hauber: 'I got this feedback constantly. I want a turbo button... I listened to what they really wanted and I built that instead' referring to the slide mechanic._

### Notable Quotes

> "Death Ball is the it's arcade it's platforming arcade soccer with Wizards... kind of like Rocket League meets Killer Queen."
> — **Tony Hauber**, ~5:00
> _Core pitch for DeathBall's game concept and appeal_

> "I like to call it a tree treadmill because you're just skiing down a hill and there's trees coming at you."
> — **Tony Hauber**, ~12:30
> _Describes Devil's Peak core mechanic in accessible terms_

> "I'm not designing a game. um discovering it because a lot of a lot of the fun is things that you find along the way."
> — **Tony Hauber**, ~13:15
> _Key design philosophy statement emphasizing iterative discovery_

> "arcade design 101 is you you you can't let them play forever."
> — **Tony Hauber**, ~18:30
> _Articulates core constraint for designing Devil's Peak's end condition_

> "the way that you finish the game is by fighting the devil in hell. you ski from the top of this hill all the way down through hell and and into the bowels of hell to like defeat the devil."
> — **Tony Hauber**, ~25:45
> _Reveals Devil's Peak's fantastical end-game narrative goal_

> "Miyamoto has this famous quote about Mario 64, about how he spent so much time working on the uh, character controller in a room, jumping around... till that was fun to do by itself."
> — **Tony Hauber**, ~35:00
> _Cites foundational design principle: build core movement/interaction before everything else_

> "What did you want to do that you couldn't do? What surprised you about the game? What was the most fun part?"
> — **Tony Hauber**, ~37:15
> _Prescriptive feedback elicitation technique for game developers_

### Entities

| Name | Type | Context |
|------|------|---------|
| Tony Hauber | person | Creator and developer of DeathBall arcade game; founder of game studio; has deployed 55 cabinets and is developing 4-player variant and Devil's Peak |
| Joe | person | Host of 'Today in the Scene' podcast for Indie Arcade Wave; working with Compulsive Pinball on pinball sales; handles Tony Hauber's social media |
| DeathBall | game | Arcade platforming soccer game with wizards; 1 joystick + 1 button control scheme; 55 cabinets deployed; in third season of development; fourth season in development; 4-player variant announced |
| Devil's Peak | game | New single-button skiing arcade game by Tony Hauber; prototype shown at MGC with positive reception; core mechanic is skiing downhill as far and fast as possible; narrative goal is to reach hell and defeat the devil |
| Funco | company | Arcade equipment/cabinet manufacturer working with Tony Hauber on designing the 4-player DeathBall cabinet |
| Indie Arcade Wave | organization | Podcast and community covering arcade development, arcade owners/operators, and pinball; has active Discord for indie arcade game developers |
| Compulsive Pinball | company | Pinball sales and distribution company; Joe is now selling Stern pinballs through this company to operators and home collectors |
| Midwest Gaming Classic | event | Arcade/gaming convention where Tony Hauber showcased Devil's Peak prototype and announced 4-player DeathBall news |
| Killer Queen | game | Competitive arcade game that Tony Hauber played nationally; cited as inspirational influence on DeathBall's community-building potential |
| Switch and Shoot | game | Single-button arcade game by DSM Arcade; cited as inspiration for Devil's Peak's single-button constraint |
| Stern Pinball | company | Pinball manufacturer; Joe is selling Stern pinballs through Compulsive Pinball |

### Topics

- **Primary:** 4-player DeathBall announcement, Devil's Peak single-button skiing game, Arcade game design philosophy and methodology, Intentional design restrictions and constraints
- **Secondary:** Core mechanics and character controller development, User feedback interpretation and validation, Indie arcade game development advice
- **Mentioned:** Midwest Gaming Classic event coverage

### Sentiment

**Positive** (0.85) — Both hosts are enthusiastic and excited about the announcements and design philosophy. Tony's accomplishments (55 deployed cabinets, positive MGC reception) and thoughtful design approach are presented as exemplary. Tone is celebratory, collaborative, and encouraging to new developers.

### Signals

- **[announcement]** 4-player DeathBall cabinet announced; in design phase with Funco; represents expansion from competitive 2-player to cooperative 4-player gameplay (confidence: high) — Tony Hauber: 'we are excited that uh to announce that we're going to be launching a four four player death ball cab.'
- **[announcement]** Devil's Peak single-button skiing arcade game officially announced; prototype demonstrated at MGC with positive community reception (confidence: high) — Devil's Peak showcased at MGC; Tony discusses it as new release; positive feedback from playtesters
- **[design_innovation]** Devil's Peak explores single-button arcade design constraint; explores extreme minimalism in control inputs as design principle (confidence: high) — Tony: 'It came from the uh question I asked myself like, Do you even need a joystick? Could you get down to just a button?'
- **[design_philosophy]** Tony articulates design methodology based on building core mechanics first, testing with real players, and iteratively discovering features rather than pre-planning entire games (confidence: high) — Tony: 'I'm not designing a game. um discovering it because a lot of a lot of the fun is things that you find along the way.'
- **[product_launch]** DeathBall has reached 55 deployed cabinets as of MGC, representing significant commercial traction for indie arcade game (confidence: high) — Tony: 'We deployed 55 cabinets. That's as of MGC. And uh yeah, we've been really like we feel like we've reached the new echelon as a as a arcade game studio getting through 50 here.'
- **[design_innovation]** Tony's practice of reinterpreting user feedback (turbo button request → slide mechanic) exemplifies listening for underlying player intent rather than literal feature requests (confidence: high) — Tony: 'I listened to what they really wanted and I built that instead' and 'That mechanic is hugely popular. It's it's interesting. It's unique to the game and it exists because I I didn't build a turbo button.'
- **[event_signal]** Midwest Gaming Classic featured positive reception of Devil's Peak prototype with strong playtest engagement and high-score competition (confidence: high) — Tony: 'people you could see people playing it like sitting there playing it over and over again like trying to get a high score... for being such a barebones prototype I was like really surprised by the reaction.'
- **[manufacturing_signal]** Funco partnering with Tony Hauber on 4-player DeathBall cabinet design and manufacturing (confidence: high) — Tony: 'we are in the process right now with Funco in designing that'
- **[content_signal]** Joe at Indie Arcade Wave now handling Tony Hauber's social media; working weekly with him; indicates growing media presence and community engagement for DeathBall studio (confidence: high) — Joe: 'I'm working with him on his social media... we're going to have our our meeting, our weekly meeting after this anyways.'
- **[business_signal]** Joe at Indie Arcade Wave now selling Stern Pinball cabinets through Compulsive Pinball; expanding service offerings to operators and collectors (confidence: high) — Joe: 'Since the last episode, I have started selling Stern pinballs with Compulsive Pinball... We have very competitive pricing for operators.'

---

## Transcript

Hey yo, welcome everyone to Today in the Scene by Indie Arcade Wave. I'm Joe, your host. And here on In the Scene, we dive into a whole bunch of stuff in the arcade space, whether it be arcade developers, arcade owners and operators, pinball, or just news in the space in general. Now, since the last episode, I have started selling Stern pinballs with Compulsive Pinball. So, if you're looking to add a pinball to your collection or arcade, let us know. We love working with uh operators as well as home collectors. We have very competitive pricing for operators. Now, this week we're going to bring someone back on that's been on the show plenty of times. I know him really well this at this point and I'm working with him on his social media and that's Tony Halbert from Death Ball. We're going to talk about Death Ball, a new announcement for Death Ball, as well as his newest game, Devil's Peak. So, let's bring Tony in here. How you doing? Hey y'all. How's it going? I'm I'm excited to have you on here, man. I I appreciate it. Um, we're going to have our our meeting, our weekly meeting after this anyways. But, um, let's, uh, let's just, for anybody that hasn't seen another episode with you, just introduce yourself. Who's Tony Halber and kind of how did you get into the arcade development space? Absolutely. Uh, Tony Hower, I'm the creator uh, of Death Ball and uh, the studio surrounding that, the game studio surrounding that. Uh, I got really involved in arcade a little over a decade ago when I started playing Killer Queen, playing that nationally, really getting excited about the the impact arcades can have on building community and stuff. Uh, decided to build a game that worked really well in the arcade that happened to be Death Ball. Launched that and and then that was uh, eight years ago now. We've been building and expanding on Death Ball. We're in what we call the third season of Death Ball. We're working on the fourth season, uh, which is how we introduce new changes to the game. And we got some exciting new games we're talking about. Yeah. I I think for anybody that's not familiar with Death Ball, I don't really know like if you're in the arcade space, I don't know how you haven't come into contact with one at this point, but just let people know like what is Death Ball? Like what can people expect when they walk up to this cabinet and play it? Yeah. Uh, Death Ball is the it's arcade it's platforming arcade soccer with Wizards. So, it's you're high pace at the best way I've heard to describe it is kind of like Rocket League meets Killer Queen. You're a wizard. You jump in the air. You make bubbles. You're trying to kick the ball into your your power well and and that creates a laser beam that strikes your enemy. And uh first one to strike their enemy three times wins. And beyond that, it's just simple competitive arcade action. Yeah. And I love how concise the controls are. Like you've got a joystick and a button. There's so much you can do with it depending on which direction you push the joystick and the button. It it changes the interactions within the game. And there's so much depth to it, even though it's such a simple game. And it's a blast. I I love seeing it anywhere that I, you know, encounter it in the arcades. And you're you're over 50 cabinets out, right? Yep. We uh we deployed 55 cabinets. That's as of MGC. And uh yeah, we've been really like we feel like we've reached the new echelon as a as a arcade game studio getting through 50 here. And and so now that you've got 50 out, you said you have some some news to announce. So I'm going to just open it up to you and just like let you announce this news. Sure. So, we uh I have been playing death ball in a league every week s since its launch. And one thing that we constantly come up against is against is we love the competitive action, but there's no cooperative part of death ball. And so with this league throughout the last year, we've been exploring uh playing fourplayer death ball. And it's come a long way. It's a lot of fun. It really is is working well and we are we are excited that uh to announce that we're going to be launching a four four player death ball cab. Uh we this the design and the specifics of that are not like entirely figured out but we are in the process right now with Funco in designing that and uh we are just like really excited about uh the future of death ball uh is competitive and cooperative. Yeah, I'll have some gameplay footage up so that people can kind of see what four player looks like because it's it's crazy. It's hectic. It's even more exciting than the two-player. And I think it has a ton of potential in the arcade space. It could be it could be very very fun. I like to tell people it's the closest I've ever felt to being in a Dragon Ball Z like fight because it's like it's just like it it's very high pace but it's you still really have a strong connection to the character. the the the time that I spent making that character controller like work really well and be really tight, it really is paying off in four player. Yeah, it'll it'll be fun to see that. I haven't played it yet, but I'm I'm ready to to check it out at whatever convention or whatever we run into each other at again. Let's uh let's talk about Devil's Peak. So, this is the newest game. You told me a little bit about it. I think I teased it on the social media and then you took it to Midwest Gaming Classic and actually showed it off. So, what has the process been like building this second game and how was it received at MGC? Yeah. So, getting getting kind of back to death ball and it's one joystick, one button. That was a a creative restraint that I put on myself. I didn't want it to be more complex than that. In fact, I love I'm a button masher. I'm like, I want a game that promotes mashing that button. Um, so I guess Devil's Peak. It came from the uh question I asked myself like, "Do you even need a joystick? Could you get down to just a button?" And so I explored a lot with building a true one butt game. Of course, uh uh DSM Arcade has like an awesome arcade game called Switch and Shoot, which which uh you know was an inspiration in that as well, which is another true one butt. And I looked at pressing one button in the in the ways that like I could really make that interesting. And I kind of came down to skiing. I think like skiing would be a really great game. And so we built a prototype of a I I like to call it a a tree treadmill because you're just skiing down a hill and there's trees coming at you. And right now the prototype is just ski down the hill as far as you can, as fast as you can. And that's kind of, you know, that's kind of in building a prototype. I like to say a lot of times I'm not designing a game. um discovering it because a lot of a lot of the fun is things that you find along the way. You just got to get into the code. You got to start building that character controller. You got to start with the smallest idea possible. And we've really like this character controller, which is just a a guy that skis across the screen and he has like a little bit of a slidy physics to him, is already feeling really strong. I wanted to uh I really wanted to push the idea of uh how far we could go with this concept of skiing downhill as far as you can as fast as possible. And so we took it to and we have it we have it in a cab. I actually have it like I have it like right here. We have this prototype cab uh here of that game and we took it to MGC and for being such a barebones prototype I was like really surprised by the reaction. Uh people you could see people playing it like sitting there playing it over and over again like trying to get a high score. I had people taking screenshots because the score leaderboard wasn't even working yet. I had people taking screenshots of the of the their high score. so they could like save it and showing it to me and then I got, you know, a little into the competition there. And so it definitely passes that litmus test of like can it sustain in an arcade and since then uh it's been a total like manic design dream of like how big we can make this game or what what this game can become from just this one button. Yeah, I I love it. I'm super excited to to actually be able to play a cabinet and and check it out cuz like we've we've talked a lot about the concepts behind it and and how the map will progress and everything. And yep, I think that's that's such a big point of like even let's just let's just talk switch and shoot, right? Like you've got you've got the aliens coming down, you're switching sides when you're shooting, obviously switch and shoot. And as you're collecting power-ups, you go to the next level, the next level, but where does it all culminate? Like where does it come together? you finally fight the boss and then it's just an infinite loop and it just keeps going and going and going and going and going and so how do you make a downhill skiing game where you have an end, right? Like you got to end at some point. The hill doesn't go forever. Well, I mean it's it's arcade. Sorry, go ahead. No, you're good. Like so like just just tell us like what what's your what's your thought process right now from like the top of the hill to like the end of the game? arcade design 101 is you you you can't let them play forever. And so it really came down to how do we build a how do we build a game where we get the skiing we get the skiing mechanic but somebody can't get so good that they just never lose. And the it really came down to the fact that like if the measurement is how how far can we go down the hill as fast as we can? Well, then the fast as we can, if we put an end to the hill, then it comes down to the fast as we can part being the the way that like highlevel players like ekeek out more and more time. And so, you know, it really it really if we put an end to it, it really becomes a speedrun game as people get more and more into it. And I think that that like core, if everything leads back to that core, that really makes an exciting prospect of this game that, you know, at its at its very first level, at its fundamental level, is starts out as this tree treadmill, this thing that we already know is fun, that we already grabs people's attention. Layering in more difficulty, but always making the experience uh of of skiing this exciting, like how far can I go down the hill as fast as we can? layering in these new complexities to that till we get to the end. All of which can be used to get that faster mechanic like how do we get down the hill faster? But that's but that's like the the special thing about arcade like you you look at death ball from its core. It is it has like one thing that the first thing you can do is you can jump and lift the ball. Like you don't need to know about the slide. You don't need to know about the bubble. Just that is enough to like go and enjoy the game. That's where uh that's where I want you to start with this game. All you have to do is ski down the hill. You don't need to know about the other levels that exist past this like difficult part that you're going to struggle to get through. That part just has to be fun. And then when you unlock the next part level or next thing that emerges, that's like that exciting moment. or when you watch somebody else unlock it because that's the other thing about arcades. You're like seeing other people play it and interact with it. That's this exciting like aha moment where I know skiing through trees is fun. I've I've played this version of this game a hundred times. If I can find the next thing to layer onto that that will be more fun. We're we're just uh we're gonna like discover that that uh the combinations that that make that ultimately make this game what it is. And so design-wise, I got a lot of ideas. Uh the the reason it's called Devil's Peak is because I have this like fantastical idea that the way that you finish the game is by fighting the devil in hell. you ski from the top of this hill all the way down through hell and and into the bowels of hell to like defeat the devil. I think that's like this really exciting concept and it's this kind of fun play on Devil's Peak which is always like a a trope of of uh dangerous skiing hills and then it al ultimately is this path that takes you to the devil. Uh, and I just uh I I don't know how we're going to get there, but like that's the discovery part. We're going to layer on new new levels until we're in hell fighting the devil, right? Yeah. I mean, that's that's a super exciting way to to look at it is like you kind of have this idea. Things can change as time goes on, but you know, the ultimate goal is to go from the top of the mountain to the bottom of the mountain, beat the devil, and then you win. And then once you've beaten the game, now you have to do it faster and faster and faster and faster. It's it's cool that you've you've built this element of high score but also speedr runninging at the same time and those kind those kind of coexisting because sometimes a speedrun means you don't want to get as many points as you can. But this could be the opposite, right? You want to get more points by going faster and faster. So it's it's interesting. The heart of it like for me it always comes down to I don't want to when I come to design it's more like build the restrictions you really want to set for yourself and then force yourself to discover the way to get there. And so like this how do I what's the restriction that really focuses the game on on going downhill as far as you can as fast as you can. Well the the score is just going to be your distance plus your speed. That's it. And like everybody's been telling me, well, well, how do you like jumps bonus points and stuff like this? And and yes, that's all like that's all those are all in the realm of ideas? Bonus points maybe, of course. But then do bonus points lead to the core of the game, which is going downhill farther as fast as you can? Not really. How about mechanics that make you speed up? Or how about mechanics that like slow down global time so that you're going you're going a faster speed but you have like a slowdown spell that like makes it easier for you to deal with stuff or you know uh the point I mean the point is the ideas can go anywhere but that core that like forcing it to be about getting a further distance and a faster speed all of it has to lend towards that that that makes everything contribute to that core. And so that's what you can find these restrictions and you can build into them um as you instead of like trying to design an entire like concept, you can find the restrictions you want to get to and build into them. I think that's a really interesting way to to build a game because everybody I mean there's you know there's the joke in in the community of like everybody that becomes a game developer wants to build like this massive like RPG game that tells a huge story like a like a JRPG, right? And that's where everybody gets stuck as you get into it and there's so much to do you can never finish it. So, the advice that we got from from Brooks at Creaky Lantern was build a whole bunch of little games first and then build your big RPG. And I think the arcade space is a great spot to to start with that is, you know, you're building these simple games that have a lot of restrictions, intentional restrictions, too, to to make the game a little more interesting and and quick and fast-paced. And we've been having a lot of activity in the indie arcade wave of Discord. If you're if you're looking to develop arcade games, that's a great place to start to find some resources. So on that vein, like what advice would you give to a new developer, someone that you know, maybe they've they've made like a brick breaker or something just to get comfortable with the tools, like what advice would you give to them to start building their first indie arcade game? I would say like first of all, like I think there's a theme coming going on here. So start building concepts. Start right away. Start just putting it in there. It doesn't have to work or even just and you'll know right away so many things about it that you cannot even think through. You you're going to tell yourself like I have to think through all these problems. You don't. You have to put the pen to paper metaphorically here and build something. And uh the next layer on top of that is like know your core. know what you're know what you're trying to achieve like uh know the feeling you're trying to give people because in in like build everything around that and when you say like oh I want to build this big RPG there is no what what is the features that should be in this RPG how do you even decide that you could come up with a hundred great features you can't build them all so when you have a core then you know what you're going to build next the next thing that is closest to that core that expands the game and that is fun. And here's the thing, because you you if you design this whole RPG, it's not going to be fun to play. I promise you, it's going to be like it's going to be too too overthought. Like it's not going to have the emergent excitement that like discovering gameplay does. So, if you have a core and you have and you you could you should have an idea you want to get to, but you should build it peacemeal and every piece you build on top of that should be fun to play because that's the point. Everything should be adding to the complexity of the patterns that you're giving in a way that is still fun. Uh, Miiamoto has this famous quote about Mario 64, about how he spent so much time working on the uh, character controller in a room, jumping around, jumping off the wall until that was fun to do by itself, till the whole game could just be that. Then he's like, let's build an entire game with this. And I think that's really I think that's really important. um the Super Mario Brothers or Mario 64 is a game about movement. That's the core of it is is the ability to move. And so making sure that that is fun by itself before you even add a single thing to that, that's important. That's the that's an important foundation to build any game on. Uh death ball is very much about interacting with this ball and anticipating where it's going to be. And I spent a lot of time with a wizard and a ball before I ever built levels or or built a lot of stuff just making that be fun so that uh anything I build on top of that will be on a solid foundation. And I think that's to Death Ball's credit, I think that's what it gets credited for the most is really tight feeling mechanics. So, uh then the next layer on top of that, make other people play it. make other people play it. You probably have to make them, too, because they might not want to right away. That's This happens with games. Like, your game might not be fun yet. That's okay. Uh, don't ask them to design your game better. They're they're not game designers. Ask them these questions. What did you want to do that you couldn't do? What surprised you about the game? Uh, what uh what is the what was the most fun part about your game? Make them think about those things because that's gonna that's going to get you deeper to the things you want to know than them telling you things you should add to the game. You're going to want to listen to them because they're gonna they're excited fans and you want to make them f listen to them, hear them, take what they say and and get back to what did they want to do. An example of that is I took death ball to a lot of places. I got this feedback constantly. I want a turbo button. I want a turbo button. I want a turbo button. One of my restrictions for death ball is a joystick and a button. That's it. Forcing myself to hear what they wanted, not the turbo button. What they truly wanted was an ability to go fast and sticking to my restrictions helped me discover the slide, which is a you hold down and you and you press the jump button and now you slide across the screen and when you let go, you you go into a little jump. That mechanic is hugely popular. It's it's interesting. It's unique to the game and it exists because I I didn't build a turbo button, which is what everybody wanted. I I listened to what they really wanted and I built that instead. So, build something small, figure out what the core fun is, and test it. Those are my That's my advice. Yeah, I mean, there's so many good points there. I mean, the Mario 64 thing, it really is fun to load into the game and just jump around without even entering into the castle, like climbing the trees, doing flips, doing doubles and triple jumps. And it it feels so fluid and clean because it was such a big breakthrough in that three-dimensional platformer kind of space. And and you're you're totally right with it. Start simple, build something easy. Not everybody's going to want to play it right away. You just got to get the core mechanic. You just got to find the fun in the most basic parts of the game, just the movement of the game. And yeah, I mean, you're right. Like I I think the feedback point you made was excellent because we had so many people telling us like, "We want a boost in in Galactic Battleground." And we put it in. And the way we introduced the mechanic was you go down with the joystick and to the side and it kind of made you jump a little bit. And we had more people accidentally do that that didn't know that it was a thing than do it intentionally. And it usually killed people. So, we took that out and just gave people more vertical movement so you can move your ship up. So, there's a little bit more ability to avoid things and get around. And Yep. That's that's pretty much, you know, like you said, we we took the feedback, but we figured out what do they really want? They want to be able to avoid stuff and not get killed. Exactly. Yeah. They Yeah, it was they Yeah. They didn't feel like they had enough optionality and avoidance, right? And so, they were like, "Yeah, great. That's awesome." Yeah. I mean that's that's pretty much everything I had for you for death on Devil's Peak. So just shout out social medias. Where can people follow along and where can they keep up with the the journey of of Death Ball four player as well as Devil's Peak? Yeah, we got uh we have a Discord which we're we're getting more active in all the time. Um the best place to follow for just straight up news is probably Facebook. Uh you can always connect with us on Facebook too. We're always listening there. Um we got Instagram uh that we you know we also are always on. So those are the two those are the three biggest like platforms uh for connecting with us. Uh if you want to buy a cab all you can always buy a cab at deathball.cab deathball.cab and you can uh yep find the latest and greatest there. Awesome. Well I want to say thanks for coming on Tony. I appreciate your time and your insight. Every time we talk about game design, you always have such good insight on like keeping things simple and building within your restrictions to to create depth within the game and just the platform is fun in general is is what you're shooting for. Yep. Um for anybody still watching, don't forget to like, share, and subscribe. It helps us a ton. The wave will continue to grow. We can all ride it together. We can continue to cover this space, talk about more indie developers and arcades. And again, if you're looking for a pinball, I'm working with Compulsive Pinball to bring in Sterns, operators, and private collectors. Reach out indie arcadewave atgmail.com and we will get you whatever pin you're looking for. Until next time, peace. [Music] Heat. Heat.

_(Acquisition: youtube_auto_sub)_

---

*Exported from Journalist Tool on 2026-04-13 | Item ID: 5a602eae-2189-4d78-b20a-4fec31edb5d9*
