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scene_four

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A member registered Apr 02, 2020 · View creator page →

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Maybe I'm biased, but this one's a keeper. Nice intertwined threads in the scenario, a compelling threat that keeps the pressure on without feeling rushed, and of course, the amazing art! My favorite part is all the candy curses princesses can get, complete with some ~light body horror~

Bold, courageous, tender, heartfelt, and fucking messy. It's the perfect game about what it feels like to be a teenager, and it doesn't pull punches. Its strong stances on gender, queerness, and sex were ahead of their time when Monsterhearts 2 was published, and they're still timely and outperforming most of the field today. 

The germ of the token economy of BoB can be seen in Strings, and the playbooks are all fantastically evocative of different elements of teenage experience. I am fortunate to have read this game, even more fortunate to have played it, and I enthusiastically recommend it to everyone.

The first game to open my mind to GMless play, and how lucky I am that it was. The Belonging Outside Belonging system has launched a thousand RPG ships for good reason; these games simply work. And there's two of them! Heartbreaking queer apocalypse AND the passionate yearnings of the Jewish shtetl? Truly, what more could you ask for? 


These are nearly always my first recommendations for folks who want to try GM-less/GM-ful play for the first time, and I don't imagine that changing anytime soon.

Inspirational, influential, and innovative. Certainly one of the best mapmaking games ever made. Never have I introduced this to a playgroup who was not in wonder and awe at what we had created at the end of its brisk playtime. Thought-provoking and thoughtful, and an incisive commentary on the nature of community organization. 

By all means use it to worldbuild for your campaigns, but I implore you also to play it as it is; this game is an art object in its own right!

FIST is the beautiful marriage of two philosophies of game design, which is then crashed by Hideo Kojima, and everyone who witnesses it will never forget it.

FIST has become the instant go-to for sessions when the whole group can't make it but we don't want to cancel. CLAYMORE is the master of the d66(6) table and uses it to great effect to make character creation happen in fifteen minutes and adventure generation happen even faster. I never feel put on the spot being asked to run FIST on even a moment's notice. In fact, I cannot wait to see what happens.

My players use a lot of different words after I run a session of FIST for them, but the sentiment behind them is always the same: that fucking ruled.

I'm delighted to hear that! Let me know how it goes!

I wouldn’t let something small like that stop me, lol

Could not be more satisfied with this game that sold me completely on system-neutral adventures. I had the strong feeling throughout my campaign that this truly was only one of infinite possible ways our adventure could have gone, based entirely on the choices the players made and the information the author provides. 

The random tables are killer, the scenarios are juicy, the challenges are endless. You could play on Hot Springs Island for years.

Absolutely adorable. Tough to translate, but I got there in the end!

https://sfoer.itch.io/no-love-lost

No Love Lost is a Valentine's Day themed, rules-light RPG for two players! One player is the Cherub, one of Cupid's lackeys punished for falling in love with a mortal. The other is the Story Overlord, or SO, who runs the adventure. The Cherub must brave Cupid's castle, overcome his minions, confront the love god and escape on the rainbow bridge to freedom!

To do so, you can harness the power of love to take your 5 basic tools and combine them into twenty adorably illustrated combo tools, each with a unique power!

This system is a hack of Honey Heist/Lasers & Feelings, so all you need is the rules, the tools, and a handful of d6s!

Link: https://sfoer.itch.io/pocketmen-ink-and-paper

Pocketmen: Ink and Paper is a casual collaborative drawing game for two or more friends to play in person or remotely! By generating prompts of names, types and concepts, each player will create five previously unknown Pocketmen, a legally distinct variety of pocket monster with strange and wonderful abilities. Although it's technically a drawing game, you do not need to know how to draw in order to play; in fact, it's usually better if you don't!