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Raul Fontoura

A member registered Feb 27, 2017 · View creator page →

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Valeu Sheep! Ainda quero revisitar o manual, mas as fichas eu acho que consegui o resultado visual que queria - o game design só vou saber quando botar na mesa pra negócio ( •̀ ω •́ )

Awesome! Thank you very much ☺️

The rules weren't written to play solo, but I'm sure there's a way to do it. I might try and design that after the game as it is is fully playtested and working as intended, but for now I'll have to leave it in your hands to figure out a solution for that.

Hello! I put up the 5 new copies from 5 new sales beforehand, so that you can get it. I'd love to hear your thoughts on it after your reading! Please consider rating it 5⭐ afterwards too ☺️

I was looking for something like this for so long! Thank you for making it!
As an aside: are these rules open for hacking/modified inclusion in other projects and, if so, what are the requirements/restrictions on it?

This game is incredibly fun just on the read itself, and it must be a blast to play - I'll try to give it a spin as soon as I can! You can read a thread with my experience reading and rolling up the tables here:

I wrote some thoughts about this game on a twitter thread!

Thank you very much again for your thoughtful reply! I'll make sure to work hard to polish the rough edges of this game before its full release 💖

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Velouria: Bardic Duelling is a game with simple, but very flexible mechanics for resolving non-violent disputes of performance. In this game, you play along a second player: one of you creates a bard, the other plays the Audience.

Bard creation establishes your musical background, your strenghts as a performer, and prompts you to create your works (songs, numbers). This last item scratches an itch (haha!) that I only had scratched with The Sims: the joy of assigning titles to fictional artworks based on their presumed style and genre — which are, in this game, represented by a noun + a descriptor (usually an adjective).

The duels themselves are where the Audience has more decisions: they decide what the public wants to hear, who the bard's aversaries will be, and what numbers they'll play. This is also where the game's dice rolls happen: the Bard player decides a difficulty for their own performance (their ambition to play well), then roll according to their stats to try and reach that difficulty. The duel goes in rounds with both the bard and their adversary making these rolls to get points, and the points are compared at the end of the show to decide who won.

There are also some downtime mechanics: the bard character has to take time and put effort in to transform their worldliness points (acquired both by winning AND losing duels) into better stats and new works.

Finally, the game suggests other performance-like conflicts that could be played with very similar rules: rap battles, circus numbers, court cases, etc. Overall, it creates an interesting imaginative experience for two players that I can easily see being opened up for more participants.

Thank you very much for the comment. Yes, it hurt to put out, and I'm very aware it could really hurt to play! I hope that, if you do, you can remain safe and explore the feelings without harm. At any rate, thank you very much for reading. This game was my first ever design and is very personal to me 💖

Hello folks! I'm here to call your attention to my new TTRPG release - Agouro:!


Mock up of Agouro as a printed physical game (only available digitally, for now)

It's a game dark fantasy card game of inevitable prophecy, where we play with characters created around Major Arcana archetypes living through the events of a prophecy. The prophecy itself is sure to come true: we play to find out just how it happens!

If you'd like to know more about the mechanics before buying, I made a little thread on twitter to explain the basic concepts!

In summary, players take turns framing scenes, and bet using a suit of cards in exchange for the equivalent of victory points, trying to amass as much as they can to have their wishes granted when the story comes to an end!

The Magician's Arcane Path

Mock up print of The Magician's Arcane Path (character sheet)

The game is currently on sale for only U$5, but I'm adding 10 community copies for every copy sold, so if you grab one you'll make sure more people get to read it :D

Thank you very much for your time, and have a great day! <3

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Oh my! That's cool! Thank you, I'm off to a great start! These legionnaires won't know what hit them!

(Also, I guess I should tell you to check your twitter DMs for a surprise. The alternative rules weren't the material I meant to say I made, technically! Hehehe)

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Heroic Archivist is a love letter to the indie game community. It creates fictional reasons and a gameplay experience to reward reading, rating and reviewing games, creating engagement and bonds between designers and their peers.

The game presents us with the task of caring for each other's creations and stories, to reach out and tell each other about the experiences we had with the words and worlds created by our fellow humans. And most importantly, it does this with the explicit intent of keeping knowledge and curiosity alive.


As an additional bonus (not counting towards the review here), I'd like to suggest two alternative rules for getting Archivist Points, inspired by the energetic feelings that this game gave me:

Alternative Rule - Archive Explorer: if you play an indie game you reviewed, and write to the auther to tell them about your experiences with it, you gain +5 Archivist Points per paragraph of measured and thoughtful feedback. If you do it during its playtest stage, you gain an aditional +3 Archivist Points per paragraph written this way.

Alternative Rule - Archive Contributor: if you design new material for an indie game you reviewed, and share this new material with its author, you gain +5 Archivist Points.

(As Richard Kelly must've figured out by now, these new rules are just a trick for me to gain more points! Haha! Soon, the legionnares shall bow before my newfound powers!)

Hey!  So here's my particular perspective's feedback on the game as it is right now (21/04/2021).

I read the game through, and overall I REALLY like it! This looks weird, fun and exciting in all the right places (and the art is AWESOME!). I'm gonna try to run a couple of the adventures you published already through this system, it feels really appropriate for them!

The game is fairly easy to understand, and there's enough examples that I believe a person brand new to this type of game would get the rules easily. I'd say, specially for experienced players, the game is already really solid. Maybe players brand new to playing characters around a table could use like a small section on how to get things started and when to end them, but I feel this playtest version stopped right at the point of the book you were about to do that, so it really didn't bother me.

I really like the names of the Attributes and Skills, the open-ended nature of Qualities and Magic, and the systematization of playing sporadically: the "healing off screen" was particularly amusing to me. I guess I'd like to know more about the ranks and the zenith, but it feels like that part of the game is not yet here, and the text of the growth section is written in a way to imply how it works pretty effectively for now.

The only thing in the entire text I truly didn't like to see was those little nods to "rules are suggestions", the ol' "golden rule" thing. I mean, sure, people don't have to play within the rules you wrote for them, but isn't the game you wrote worth it? People will break game rules on their own, they'll void the warranty that the rules bring to the game sometimes: that's a given. But I find it weird to write that into the game itself, specially when you also wrote, within the game text, that any form of biggotry is forbidden (which I really loved, btw!).

If "rules are dumb, chatting with friends is funner", why would we write rules in the first place? I'd agree with you if it said bad rules are dumb, because they are, and they f*ck up the chatting with friends part. But good rules can actually HELP us chat with friends in fun and interesting ways. And I think your rules are REALLY GOOD, they seem to create cool and unique conversations!

Anyway, the game is amazing, it looks awesome, the rules are sweet, and I'm gonna run it when I get the chance. Can't wait to the see the final version!

(And if you get to print a physical copy in Brasil, I'm sure as hell gonna order one!)

"It's a good idea to stack the deck"

Dude, this game is AMAZING. I think this is the single most interesting hack of Lasers I've ever read! And it's so FLAVOURFUL!

Masterful work! As soon as I get some dollars I'll send them your way!

I'm raulranma, from Brasil!
I made this one weird game about masculinity and bullying once, and I feel maybe someone could be interested in using its mechanics for something else?

I think I got it from your explanation, thank you! I'm familiar with Dungeon World, and felt it could be that the sharing of spotlight had something to do with Lore and Wits (as in: spend to add the thing). I would too like to see your take in detailing the spotlight sharing, but I understand now the constraints on words/pages sums up why it wasn't specified.

I'm gonna have this game in my sleeve for our next one shot! Thank you again, and keep up the great work!

Hello! I like a lot of what I read here, and I have some questions regarding what you intended with some of the mechanics. If this is not the proper place to ask, I apologize: I can take these anywhere else, or just drop them.

  • I think I understand how one would spend Burden, Health, Contacts and Luck, but what about Lore and Wits? What kind of interaction should happen at the table when you spend one of these, and what would be the difference between them?
  • It might be somehow tied to the previous question, but: how did you envision the sharing of the spotlight around the players throughout the session? Would it be something like "a turn" for each player to act as their character, and everybody else sharing the role of the opposition?

Thank you for your time. This game has some really neat design ideas from what I've seen, and I kinda want to take it out for a spin, but I'm not sure about how to handle those two aspects of it.

Again, thank you, and have a nice day!

Oh gosh, both the layout and the experience look phenomenal!

This is so heartwarming! <3
And the end!!! T---T

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I had an incredible time with the Artefact. I didn't know what to expect with it, and it made me think really hard about the people that came and went from my life, how they changed me, and the stories about these relationships that I keep in mind. It's an introspective experience that, ironically, makes you feel really human by turning you into a sentient object.

Thank you for writing it, and I hope the kickstarter goes well! Can't wait to try a different playbook next time around :D

"It is generally accepted that the cat (player) will play the Cat (character)"
This game is amazing, can't wait to try it out!

This is very lovely and wholesome. Thank you for making it!





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Olá, eu sou o Raul (@raulranma no twitter). Sou brasileiro, trabalho com ilustração e design gráfico, e gosto muito de jogos de mesa (narrativos ou não).

Comecei no RPG através do Primeira Aventura, um livro brasileiro introdutório para o sistema d20 (até o 5º nível), e dali em diante comecei a tentar bolar minhas ideias de jogar coisas diferentes, apesar de só conhecer o que era tradicional (velhos tempos do "D&D de Naruto", hehe).

Já adulto conheci o Dungeon World (edição brasileira do coletivo Secular Games), e ele me abriu a porta para conhecer jogos indie e para a possibilidade de escrever jogos. Tenho tentado começar a participar mais das comunidades de RPG em português, vendo que a gente tem muita produção de qualidade na língua que falamos, e ela parece ter menos destaque do que merece.

Enfim, façamos jogos! õ/


Hi, I'm Raul (@raulranma on twitter). I'm a brazilian guy, work with illustration and graphic design, and I like tabletop games a lot (narrative or otherwise).

I started playing RPGs with Primeira Aventura, a brazilian intro book for the d20 system (up to level 5), and from then on started to try and make different things to play, although I only knew the traditional RPG scene (good old "Naruto D&D" times, heheh).

As an adult, I found Dungeon World (the brazilian edition by Secular Games), and it opened me up to get to know indie games, and the possibility of writing games. I've been trying to participate more in the portuguese-speaking RPG community, seeing that we have a lot of quality production in our spoken tongue, but it may not get the recognition it deserves.

Anyway, let's make games! õ/

I haven't been able to play this yet, but every time I open the page for this game I fall in love for the art style all over again <3