Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Mar 15, 2019 · View creator page →

Creator of

Recent community posts

thank you so much for your kind words, I'm so glad you're enjoying it :))

I'm glad you've been enjoying it :))

thank you so much Jon!!

yooooo thank you so much for playing and your kind words!

Thanks so much for your playing and your feedback, I'm adding all this to my to-do list to fix :-)

oh snap, more content for the world of Play This Only At Night!!

This looks dope, love the whole flavour of this and how the hip hop elements engage with the world.

Can't wait to play!

This was a great interactive taste of a world I want to know more about. Checked out all the items, chose the cans in the end. 1/1 would play again as it expands.

I click submit with tears still dripping from my eyes. Bittersweet game that I really connected with. Thank you for writing it!

A revenue split option for multiple creators across accounts would be incredible, and there'd be no reason not to have all my various projects here.

San Jenaro Co-op's Free Games Digest 2020 saved my cat from a tree.

5 Stars.

Thank you for sharing here!!

I submit my game, Book Reprocessing Machine #5

Yep! You can do anything you like with it.

Demo/prototype is just fine :-) Pretty much anything really, even just testing out a mechanic or what have you.

My own submission is going to be a demo/prototype.

This goes on sale literally at the same time I'm trying to learn to love myself??? INSTANT BUY!

If you are good at platformers, you will like this game. If you are BAD at platformers, you will still like this game but you won't get too far cuz it's hard as a 2-week old Gingerbread Person that has come to life and marches ever on-wards to battle. I suck at platformers, so I fall into that last camp.

 The controls are solid as hell and flying around with the jetpack is a great time. Reminds me in feel of an ancient game called Space Taxi, which, like this game, is fun to just fly.

The art is hella cute, I enjoyed it quite a bit, especially the Elf, Snowman and Gingerbread Person.

Nice bonus with the art is it looks great if you have Protanopia or Deuteranopia!

Definitely worth it to pick this one up!

Woops! I didn't mean to hit publish, this was supposed to be in draft mode. Files are uploaded now :-) 

Having a system that automatically handles royalty splitting would be fantastic, and a great way to see a flood of smaller creators doing business on this platform with less difficulty.

One of the only jobs I've ever been fired from was working in a dish pit, and this game will let me relive that expensive evening one more time.

blake stone does it again!

If you have no design/graphic skills currently, there's no better way to learn than a practical project :-) 

You mention wanting to stand out on, so the first thing I would suggest is finding what your neighbors art looks like. Whatever categories you might fit into and find yourself competing with, scour through them. If everyone is doing detailed, Swords&Sorcery style cover art, do something simple. If everyone is using a multitude of colour, opt for something with a minimal palette. I think you can see where I'm going with this.

For the logo itself, try to really figure out what you are looking for style wise. Look at other logos to try and find the feel you want. Go to and search for "style of game + logo" and most likely there will be stuff to see for inspiration. Then start drawing those logos yourself by hand on a piece of paper, and doing variations of them once you get comfortable. Don't worry too much about details, just get the basic shapes right. Just get used to drawing these sorts of objects.

Then, just jump into drawing your logo. Take your ideas and distill them down as much as possible. Feel free to explore, and do as many variations as you can. Do it until you never want to draw another logo again.

Then from the mountain of them all, look through and start taking notes of the ones you like. Make note of what it is you like about them, and try to figure out specifics. Make notes of ones you don't like, why you don't like them, what you might be able to change so they were better.

Then, take all your notes and re-draw all those logos a few more times, tightening up the design, and see which ones are starting to stand out more now that you have refined them a little.

When you've got something you think you can work with, take one of the free software options out there and start learning how to convert your drawing into a digital file with your chosen software. 

If along the way you need some help, let me know. It'd be hard to teach you everything about logo design in the remaining time, but I'm willing to help out as much as I can. :-)

P.S. Another art-asset option worth looking through, all sort of different packs available.

Oh hi! I'm Hideo (He-day-oh) from the East Coast of Canada. By day I design Digital Product Libraries, by night I... design... other types of products. Or put another way... I sit too much!

My interest in *DREAMS began a few weeks ago when I first heard of this through one of your fine *DREAM advocates on Twitter (shout-out to my them @temporalhiccup). As soon as I read the 9 Principles, like many before me, I knew I was in the right place.

Looking forward to seeing what everyone comes up with!

The girl with the shaved head walks towards the altar, eyes growing wide. The girl with the black hair rolls her eyes and slouches against a wall.

A pokemon/FF tactics sort of mashup would be quite cool in a TTRPG format if you were going the combat route.

As Gwathdring and others have mentioned even cooler would be more adventure pals approach. Whatever you favourite critter is you pal around using your combined abilities, maybe you can make a few friends along the way, or maybe it's more about customizing the training path to suit your play style. 

Something like, "Rescue Monsters", you're a monster handler on a search and rescue team, and instead of dungeon crawling to kill baddies you're doing the same thing but rescuing injured/stranded heroes. Each member in the play group could a different role/monster pal. Heck, if you had a dual-character creation system where you build up both yourself and your chosen monster throughout the sessions... my oh my, I'd fund/buy that right now :-D

The children arrive in the oratory. On an altar there sits three stone bowls, one full of coarse flour, one full of water, and one full of salt. 

How did you like plot ARMOR? I'm turning my first playthrough into a short story as my review for it :-)

I try to land on the door and tap at the thorns with my beak, trying not to get caught myself.

I obey.

Dark eyes glint from above.

Here is a simple formula to price anything: Overhead + Profit + Salary / Number of Units or Hours you plan to fulfill in a year.

Overhead is anything that was a cost, including other people you may have paid for work.

Profit is a flat % tacked on to Overhead, this is your profit margin and should go back into the business.

Salary is what you want to earn for operating this project. This is what you take home. Anything else goes back into the business.


Overhead: $200

Profit 25%: $50

Part time Salary: $2,500

Total: $2750

Units Planned to Sell: 200

$2750 / 200 Units = 

Cost Per Unit: $13.75

Note, if you're planning to try and work with traditional retail/distro you'll need to factor in that the retailer will have a large margin added to the end of this. With a cost already where it is, you can see how being able to produce games at scale is important for traditional retail. 

This isn't just useful for pricing, you can use this formula to determine if a product or service is viable or not. Please note, I mean viable economically. Your game is 100% viable and deserves to be made, it just might not be destined for a life flourishing under Capitalism :-D

Joined! I'm working on a single player game right now, but looking forward to starting fresh on a new one.

Also, picked up Alone Among The Stars last night, played a few times. Love the concept, might use it to sculpt the loose narrative behind individual tracks in a music project I'm working on called Starship Narrator. Perfect fit!

(2 edits)

Oh hi,

I'm Tenbear and I like to make games more than I like to play them. My first proper TTRPG experience was in 2001 or so, running a pacifist street samurai Bonsai gardener in a Shadowrun campaign. I've got fictional illnesses where I will die if I'm not constantly making something, so hmu if you're in the mood to collaborate on just about anything. I move pixels around for a living and have a small marketing side hustle, but I'm keen to take most roles you don't want to do yourself.


I'd like to see a subcategory for the physical production of games, from prototyping and graphic design to where/how to get it printed or do it yourself.

Happy to share my knowledge in these areas or help out in any way possible.