Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

pocket compass co.

A member registered Apr 16, 2015 · View creator page →

Creator of

Recent community posts

Hi Teem :-) An update of this playkit is not currently planned. The next version publicly available will be the final release, which is set to go up on its own page next year. Hope that helps!

Hello SinRyder! I'm afraid the game page is outdated in that section, as the base game doesn't include any support for The Exiles and the expansion must be bought separately. That said, you can find a free demo for the expansion over at

While the Exiles' playkit is just a rough preview of the final game, you can feasibly get a game of it started in combination with base CM in the meantime 🙂 

Hope that helps!

Hi! Here's a gif that show how you do that. 

You have to click on the board's title and then click on the button that reads "duplicate". This and similar tips are included in the Instructions section at the very top of the board. Hope this is helpful!

Hello! It depends a bit on where you're based. Copies to the US are unfortunately delayed until we sort out some customs paperwork, so at this point it might not be possible to have an order delivered before Christmas if you plan to get it from a North-American shop > <. That said, the good news are that European retailers (including myself!) are receiving the game now, which will pop up for sale in different storefronts over the remainder of the month. You can expect an update post on this page over the next 1-3 weeks with a list of all the stores where the game is available for purchase. Thanks for the patience!

omg thank you so much sam!! this was made in a very spur of the moment manner so the fact you had fun with it and found something in it is very pleasing to hear <3

Best of luck with DMing this Breena! It was a big goal of mine to make the role of The Moon as easy to pick up as possible, so hopefully you won't find it overwhelming. Thanks for looking forward to the physical release, they are close ❤️️

Hey! That makes a lot of sense. In the case of the handouts, I'm afraid they're laid out in single A4 pages since they're meant to be printed out, so there's no way to divide them in half. Sorry!

Sure! I'll add it right away. May I ask why you find the single pages version easier to use? I always read on spreads and am curious :o


just like that !

out of all the unusual suspects jam playbooks i've gone through, this is by far the one that's made me scream in excitement the most! beyond the sheer awe at playing a Mad Dog, i find it super creative in its use of items and special abilities. Love it! and can't wait to either play it or beg a player to do so 🐶

(1 edit)

hey all, I just wanted  to follow up on this to say that after having had the last playtest, I've decided to go back to the drawing board and reframe a lot of the mechanics so they better fit the kind of game Crescent Moon is.

On the one hand that's great because it's giving me a more clear direction to work towards and I'm already pretty excited about the shape that the new version  is starting to take, but it also means that I'm not really comfortable having the current version up publicly, and the new one is going to take a  bit more than 12 hours, I'm afraid!

Because of that I've decided not to officially submit to the jam, although, naturally, version 0.1 , 0.2, and the playtest all happened under the deadline. 😉

Big thanks to everyone who took the time to read through the thing, and was kind enough to give some feedback (or actually play it!), and of course to Tanya for hosting such a cool event!! It's been a great learning experience and I hope to be able to do more of this in the future (although my crippling work schedule pleads otherwise, hehe)

see you soon <3
there will eventually be an itch page for the game. But in the meantime, I may be posting devlogs  and prototypes over on (turns out doing so it's more fun than i thought!)

(2 edits)

Had the first playtest last night. It went well, but left me with way more questions than answers. And that's fine! I wanted to have a first experience with the game without trying to do anything  in particular to get a sense of what this is, and move from there.

I'll leave the the play report I wrote so the internet can see how ocd i am about this stuff


(1 edit)

five days before the deadline, i've reached the conclusion that the game page will not make itself, sadly.

probably gonna work on some rough assets to have it up over the weekend. and upload the current version of the text, which stands on its own ground. is it functional? will found out tonight!! fear!!!!

thumbnail ideas for the cover image. gonna drop the b/w aesthetic for now just to make it faster

haha, yeah! honestly when I had to push back to thursday it seemed like forever, but now I just feel the day looming over me with stuff still unfinished and oh boy. excitement but also fear 🤠

(1 edit)

late night ideas on some sketch complications, coming to you straight from the notepad! (though i had to paste them in a page so that they're actually legible)

As with everything there is a mixture of mechanical sparks for consequences vs. narrative ones I'm not loving. I think the one that I get the best feeling for at the moment is ANGRY. (But that's because the mechanics are pointing to a narrative consequence I guess.) I also like the tension of either waiting for a breather or doing something now, it would be cool if every one had something like that

Still wondering if there should be a currency players can expend to get around some of this or what, but we're going to keep vibing communism until i get to try this and get a feel for it


  • Lost might become Trapped or vice versa, a bit redundant
  • Missing is a mess please don't look at it
  • These are way too wordy for a 2.5x2.5cm card! I might have to find a way to abstract them or make the card format fit more text

Update from the next morning: 
Right. So I think I'm sticking to 12-13 total (Probably a sheet for the near side and another for the far side), but all the babble on how to use these is probably going as more detailed advice on the booklet. The actual condition sheet will be a lot shorter. These will probably morph into something more specific to the Daydream (ie. they will get trippier most likely) but let's stick to this for now

(2 edits)

{screams into the void, endlessly}

Crescent Moon 0.0 - preview aaaaaaaaaaaaaaaaaaaaaaa aaaa a

Lots of typos, unfinished lists and draft text, but I wanted to have a basic outline up as milestone of sorts. ✨

I'd say the first draft is 70% there, and I'll start to look into playtesting  soon! if anyone is kind (or crazy) enough to want to playtest a session or two of this, I'll likely be running a game before the end of the month. Feel free to shoot me a private message here on itch or contact me at superdupermeal at gmail dot com !


As it stands, some notes on development: 

* Character Creation: I'm confident in what I've got so far for character creation, will probably polish a bit the upbringings, add a couple items, and leave the details for after. 

* Inventory: I'll probably run with the items I have at the moment, and fill the blanks with the upbringing items for now, don't want to start adding stuff without knowing what's relevant.

* How to play: The core of the game in theory is in place. The Kids will alternate between free play, exploration sessions, encounters and breathers. Right now is a bit unclear what kind of currency might or might not help grease that cycle (the glims? hmm probably not). The approach list and dice scale are still placeholders depending on how it plays out. 

* Magic: Pretty happy with this actually, at least flavor wise. The spells' themes are a bit unclear in terms of practicality vs. emotion, but I'm fine with that for now. If it doesn't work I might review Lady Blackbird and do something similar with specific tags. But I'll put some hope in the loosey goosey approach I want to try.

* Down the rabbit hole: Forgot to add a list of hooks, but besides that it should suffice for a oneshot. had a lot of fun with this actually, hope i get to add more weird scenarios if i have the time and it seems useful


In order to run a playtest, what's left is:

* Make said few touches to the character creation

* Add condition items

* Make an online setup that can work with the cutout items. An online whiteboard will be the easiest

* A starting situation/mini adventure, which will actually be the base for basic gm tools (90% of this will just be a list of character ideas. the setup should be stable enough to hold a session or two)


so yeah! written like that it doesn't seem like a lot. long term ideas will be added later to the first post. 

(1 edit)

For me they're kinda going.. in.. a good way!

Really though, I feel I've hit that stage in a project where I'm past the initial excitement and am starting to question if this is really a good idea, if it's going to work out, having the self-doubt starting to creep in, etc, etc. It's also been a bit frustrating that I wanted to review some classic folktales for inspo but it doesn't look like they'll arrive in time, so my brain is all like "oh noo I'll write it all wrooonggngg"

That said, those are rather minor things. I feel like I'm starting to deviate from Mausritter in a way I'm finding interesting, and am growing excited to try and see how things might or might not work out. 😊

what about you? would love to also hear from anyone else, whatever stage of their game they might be in

oooh I really like that! I was imagining carer as something tied to age, but having it apart is 👌

having someone be your childhood crush can also be hilarious, so that deserves at least a try hhahaha

(1 edit)

Besides the upbringing table still being a bit of a hot mess, I'm pretty happy with how this is looking so far.

Hopefully, over the weekend I'll be able to create the rest of the preliminar roll tables and other basic stuff in order to run a barebones playtest 🙌

One of my biggest doubts right now is the Relationships table (which is probably going to be very chaotic but I'm excited to try it); Stranger doesn't sound convincing, and I'm still not sure about what other relationship types to include. Maybe I'll make it a d4 for the time being.

Same thing with the looks. I feel it's a big compromise to defining body types/skins, but will still like to address it somehow. Will probably stay as a d4 for now as I work on other stuff

as always, comments welcome. I actually don't know any english so there might be some weird wording here and there

oh nooooo don't give yourself more work😆

sure, if anything sparks my mind i'll let you know !

i hate doing rolltables,
and this game has a trillion of them

also i'll make the descriptions fit into a single line, pinky promise

aaaaaah you see, but that good ol' little trick doesn't really work when you're already friends with the person in question 🙃

not that i would ever do such thing myself, of course!!

thank you, i'll defo keep it in mind ^^

Uhhm, right! I imagined that would be the case, I just wasn't understanding you could choose one or the other.

> As for how long you decide to narrate if, that kinda sits with each table at the moment. Do you think it would it be better if I were to give some stricter scene framing?  

Not necessarily! From reading the text I got the sensation the game could either play at a slower pace or pretty fast depending on the group. I think it might be cool to have some sample courses of action for each Area of Control that give scene seeds, but not necessarily a stricter scene framing. I'm just making things up though. It will be easier to have a clearer opinion after trying it out!

ahhh, you're too kind!! 😊honestly the base of the game is so simple I don't think it'd be crazy to try a playtest somewhere in the month (probably in a hybrid version where there's still some mouse things in it).
Though that implies I'd be able to overcome the anxiety of asking people to play a thing I made , of course ^^u

I'm loving what you're going for with this, Tanya! (especially after watching some Prisoner 👀). I think the nature of the players working  and plotting together but also against each other can be a quite interesting dynamic. 

From what you have written down I'm wondering if you already have some ideas on how to handle the resolution of the Resistance vs. Breaking the Prisoner. I'm curious if you plan it to be a quick resolution with rolling or if you envision it as a longer scene with backs and forths!

rough visual ideas to set tone. I want to work on B/W for this even though it's not my strong suit at all. which might be a fun challenge

(9 edits)

Crescent Moon.

Adventures through The  Daydream

Crescent Moon is a fantasy RPG where you’ll play as a group of kids traversing The Daydream; a mysterious place you must find a way out of, and where you must resort to your wits, deftness and burning power of friendship to overcome obstacles and return home.

Although sometimes a harsh place (and one where you'll definitely be getting into trouble, for that matter) The Daydream isn't necessarily hostile; the kids are encouraged to find solutions  without resorting to violence.


Crescent Moon is a hack of Mausritter. It is very much inspired  by classic fairy-tales like Alice in Wonderland, and dreamy games like Link's Awakening.
Mechanically, I'm aiming for a mishmash of OSR  mechanics with storygames sensibilities. My main inspiration besides Mausritter is Lady Blackbird.


I'll be to posting updates to this thread as I work on rolltables and structure, as well as any art or visuals I develop along the way 
Comments are always welcome , of course <3



Current Drafts 🌙

Draft 0.0 -

Draft 0.1 - 

Draft 0.2 -


Looking to playtest! ⭐️

The first playable draft will be soon ready, so if anyone is kind (or crazy) enough to want to playtest a session or two of this, I'll likely be running a game before the end of the month. Feel free to shoot me a private message here on itch or contact me at superdupermeal at gmail dot com !


To-Do List ~

◆ Finish moving text from google docs to indesign

◆ Start work on rolltables for the character creation


◆ Getting a Barebones playtest:

  • Make said few touches to the character creation
  • Add condition items
  • Make an online setup that can work with the cutout items. An online whiteboard will be the easiest
  • A starting situation/mini adventure, which will actually be the base for basic gm tools (90% of this will just be a list of character ideas. the setup should be stable enough to hold a session or two)

◆ For long term goals, see current outline:

would love that! besides very colorful roll tables, Mausritter has a fun spin on inventory where you actually use paper cuts to fill it, so you gotta do a bit of tetris arranging with it.  what´s great is that conditions/consequences also come as inventory slots, and start clogging the inventory more and more if you don´t get rid of them 

(1 edit)

hey! I had no idea this existed until yesterday but am happy to be participating (or trying to, anyway) for this year!

I had been planning to do a hack of Mausritter, and this seems like a good chance to get it done. Instead of mice, players play as kids in a strange land/world trying to get home. The hack is very much inspired by classic children tales and folklore (Alice in Wonderland, Neverland, etc). The main departure from the original is to replace the combat with non-violent alternatives and problem solving.

I never finish game projects so I want to try to keep it very close to the original and just put mechanics I think are neat into it. It'll be my little Frankenstein monster of sorts 👀

would love to hear other people's plans too!

tl;dr: im tired of wanting to play osr games but they all being so into murder so I Guess I'll Have To Fix It