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A member registered Jul 21, 2021 · View creator page →

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Lord, Why Have You Forsaken Me Review

The narrative is really strong here. The theming is very strong. The satire gets a little lost - the humor went a little over my head. Regardless, the rules are concise, clear, and very thematically on-point.

The players get a lot of agency to write the story themselves in this game. I like those mechanics and how they fit into the rules very well. Unfortunately, my players are less interested in writing the story and would rather leave it to me, so personally, I would've wanted a couple of example prophecies.

I think my favorite part is the Impending Threats. I like that the players get to choose their ending and how long the game lasts (kind of). I think the encounter options are fun and interesting and I got a laugh from some of the lil' boosts.

I think the fact that you turned the several page long Paragon System into just one page is a praiseworthy feat in itself. That the theming and story make me want to play it more is icing on the cake.

The Happiest Place Review

Well, I definitely feel like an Imagineer, I mean, Magicmaker.

This is a great game for "disnerds" and theatre friends - as its a strong narrative game. Very rules light - not for people who like rolling dice or crunching numbers.

I really, really like that it isn't just rides - it also includes a template for restaurants and shows. You can get the whole theme park experience and there's enough variety and narrative give that you can just do what you're comfortable with and it can still be an engaging experience for everyone. 

Train Station Cattendants Review

First of all, great Skimbleshanks energy. That one's my favorite of the Cats cast.

I like the use of colors to block out Player and "Cat Herder" information. The text is a bit blocky (looks like a wall of information). Trust that the reader can read between the lines a bit (statements on how to use the tables aren't really necessary) and make your sentences more concise.

The mechanics are pretty sound. The "at or lower" aspect reminds me of Call of Cthulhu, which could definitely run a story like this. That feels really natural to anyone who likes playing these kinds of stories. Its a good call. The 9 lives thing threw me off for a second but that's a cool group mechanic, especially when coupled with the simplicity of a single die roll. The stats broke the 50/50 threshold, which is great. You always want them to feel like they're winning with their best stat.

Your complications are cute and very cat-like. Personally, I use this blog entry as a starting point for roadblocks/complications. (This article works best for heists, but chases/mysteries like this game kind of fall into the same mechanical space.)

If anything, more narrative tables would've been nice. What could the smuggler be smuggling? Can the kitties have traits that further define them (like Honey Heist does)? A second page for a character sheet would be nice (I would want to be able to show off my kitty somehow in a way the game supports).

I had a lot of fun with this game. Easy to pick up, engaging to play, and the cats are cute. Will play again.