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Levelhead

Levelhead

Mobile game

Search complete. 13 mentions across 4 episodes found for "Levelhead".

Sep 9, 2026

Seth CosterHOST
26:52
the, so like in the past we didn't do that kind of thing.
Seth CosterHOST
26:55
Instead, like for example for Levelhead, every time Sam made a piece of art-
Sam CosterHOST
26:59
Yeah
Seth CosterHOST
26:59
... then it would just go into a pile with a bunch of instructions for like for me to then go do a bunch of work to implement it.
Sam CosterHOST
30:14
One of the core premises of DevOps is make the work visible.
Sam CosterHOST
30:17
Um, yeah, and that comes down to various types of analytics.
Sam CosterHOST
30:20
So like in the case of Sam with, with, um, his, his art error rate back in the Levelhead days, um, that was literally just a matter of just keeping a record.
Seth CosterHOST
30:28
Yeah.
Adam CosterHOST
15:04
bit there, too, is that we're doing all this comparative math.
Adam CosterHOST
15:08
252,000 units in a month is 35 times what Levelhead managed to sell in more than its first year of being out.
Seth CosterHOST
15:17
That's
Adam CosterHOST
15:18
early access and the launch, and then a few months
Seth CosterHOST
16:40
it might be a good game.
Seth CosterHOST
16:41
Just nobody wants it, which is a different thing.
Seth CosterHOST
16:45
You can be proud of the thing you made and it could be like Levelhead is one of the coolest.
Seth CosterHOST
16:49
It
Adam CosterHOST
50:31
It's hard to believe.
Seth CosterHOST
50:33
Uh, I mean, 'cause we went through this with, with Levelhead.
Adam CosterHOST
50:36
Yeah.
Seth CosterHOST
50:36
Where it was just...
Adam CosterHOST
51:30
Yeah, you gotta massage it a little bit and it'll literally just stick with us
Seth CosterHOST
51:31
... we have, we had...
Seth CosterHOST
51:32
What do we have? Like three or four different trailers for Levelhead.
Seth CosterHOST
51:35
'Cause we kept trying different styles of trailer-
Seth CosterHOST
25:33
Right? And, and so this, and this is distinct from the game, like the game was well-received.
Seth CosterHOST
25:37
So I think Levelhead's our kind of example here, right? Yes.
Seth CosterHOST
25:39
As in like the game itself like didn't need to be addressed, right? Correct.
Seth CosterHOST
25:43
The game is, it works.
Seth CosterHOST
26:12
Mm-hmm.
Seth CosterHOST
26:12
Um, and it really wasn't until we did localization at the end when we had to slow that pace down because then you have this localization pipeline.
Seth CosterHOST
26:19
Uh, but what we, what we found with Levelhead, at least for that game, and this is probably true of most games in a similar situation.
Seth CosterHOST
26:25
Which is if you, if you launch a game and it doesn't really find a sizable audience- Mm-hmm ... then it's i- incredibly unlikely that you'll be able to- Update your way into that audience ... update your way into- Yes ... having an audience.

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