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

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Done. Thanks for the nudge. Good luck!

Thank you!
From all accounts Schulz had a good sense of humor and would be down for it. 

This game takes the form of a two-sided subway map. It’s amazingly large, the Physical copy will cover a cafe table. Moving through the subway system frames your approach to play. For anyone who has ever been on a subway or train, and felt the weird liminal space between stops you will find this structure of play engaging. This game is definitely a work of art and one that pushes the boundaries of the form. And surprisingly, it’s also very playable. 

This game is thoughtful and strangely beautiful. The precisely evocative writing and the art draws really sets the tone. This isn’t a cozy game of uplifted animals, this is a game about small creatures teaming up to explore a big abandoned world. It doesn’t feel unnecessarily grim but the risks of venturing out are real. For me the strength of this game was the way it allowed me for just a few hours to see the world outside my own human centric vantage point - which given the state of nature seems more urgent than ever. 

I finally managed to play a one shot of this at Pax. It was great fun. The system was easy to pick up and various currency were easy to track. We were quickly lost in play and play got zany and madcap very quickly. Everything that I was hoping for. I can’t wait to find my way onto a longer game to check out how the character arc work. 

I was lucky enough to play in a short arc of this game a few years ago. It was first experience playing Blades and this module was just what I was hoping it would be. The grim dark oppressive setting of blades is given a community stake and a political mission. Our arc was glorious and not surprising a bit tragic. I highly recommend this work.

I’ve read through this zine many times. As with all Lonely Adventurer’s stuff the art sucked me in and the clear design and writing keep me coming back. This is a very accessible setting that will function as a living world. It’s elegant and at times sweet. 

I really enjoyed this setting and approach to play. It's super evocative and makes the world feel very real. 

I really enjoyed reading through this micro-setting. It's entirely evocative and beautifully written. I could imagine many different groups finding room for their styles of play in this setting. It's given me a lot of inspiration. If you are on the fence let me nudge you.

Likewise, and thank you! I really appreciate the time and attention you put into your review.

Living with grief is like joining a weird club that you didn’t know about until you became a member. I had thought it was impossible to describe, but I was wrong, A Crown of Dandelions is an invitation to sit with friends and contemplate the unthinkable in community. It’s sad and beautiful and worth reading. 

Thank you, that really does mean a lot, especially considering many of your games made space in my imagination for this project. 

Thank you for your kind words! That is exactly my hope for this project. 

Is there a physical pdf for this game if you are playing IRL? Or just the URL version?

I really appreciate the time you put into reading and playing my game. I struggle with conceptualizing how game mechanics might impact play so this feedback is super useful. 

It’s clear from reading through this game that extensive research in the field went into developing the me-cat-nics. 

Awesome, I'm here for the experimental use of language. 

This may be a dumb question, but is this how the text is supposed to read? I’m down for the poetically illegible, just checking.

Does the USD stand for Unexpected Soulful Delight?

This cup has feelings.