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Holding The Last Light

Alright Nibblers, let me be honest with you: making a minimalist game is tough for me.

Packing a full tabletop roleplaying experience onto a single double-sided sheet isn’t just about cutting ideas and content. It’s about deciding which ones truly deserve to stay.

Every rule has to be clear and to the point. Every sentence short and precise. There’s no room for vague or implied mechanics.

The Last Light is my first minimalist TTRPG, and it was born from those constraints.

This game fits on one double-sided page and is designed for a single evening of play. A session lasts about 1–2 hours. No prep required, simple character creation, no complicated math: just a group of people venturing into the woods, a dwindling source of light, and a forest that seems to watch your every move.

You’re heading into that forest to find something (or someone) important enough to take the risk.

Your group shares a common resource called Light. It represents your source of illumination, but also your hope and will to keep going. Every risky choice can drain your Light, and as it fades, the forest changes: paths vanish, sounds creep closer, and danger grows.

To keep things moving, I added a Clue System. You earn Clues by taking risks, asking questions, and pushing deeper into the forest. Gather enough Clues, and you’ll reach what you came for, and win the game.

Some encounters, especially when the Light is low, feel like classic TTRPG monsters, but without stat blocks. Instead, they have Tags that give them unique abilities, and those abilities can make your Light flicker even faster.

But here’s the most important rule:

You can leave (or at least try) at any time.

Leaving counts as a partial victory. You didn’t find what you came for, but you’re alive, and that matters, doesn’t it?

The Last Light will be free for all Big Burger Games members and available at a very low price on itch.io at launch.

Coming Soon:

On January 1st, 2026, the Alpha version of The Last Light will be available for download to Big Burger Games members.

If you want to help bring this game to life, test its limits, and see if you can survive the forest—this is your invitation.

Don’t wait too long, though.

The Light is fading…

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The Last Light: How a Power Outage Sparked a One-Page TTRPG

Good morning, Nibblers!

For a while now, I’ve been trying to write a one-page tabletop roleplaying game, but every single time, I fall into the same trap: adding a little detail here, a little detail there, piling on lore… and I always end up with a 20–30 page game that I am unable to complete because I went on full Frankensteiner Mode on it.

Last night, I was brushing my teeth when there was a brief power outage. That was all it took for my brain to go into full creative overdrive. A few minutes later, a concept had formed in my head. I jotted down some notes in one of my composition notebooks, and this morning I fleshed the idea out enough to give birth to a roleplaying game for 2 to 4 players, putting them in the shoes of travelers trying to cross a cursed forest.

To crank up the tension, the players must find the way out before the last remaining source of light goes out. Light, in the context of this game is litteral light, hope, and protection.

I’m still working out the details, but one thing I can say with confidence: I’m finally going to manage to produce a true one-page tabletop roleplaying game. I’m even thinking of laying it out as a small pamphlet.

What really struck me through all of this is how fragile,and how stubborn, creativity can be. One brief power outage was enough to cut through weeks of creative burnout and remind me why I make games in the first place. This project feels small on the surface, but it’s carrying a lot of intention: restraint, tension, and the discipline of leaving things out.

Over the next little while, I’ll be sharing how this one-page TTRPG evolves, from messy notes to a finished pamphlet. If you enjoy seeing games take shape, or if you’re curious about what gets cut so something simple can exist, that part of the journey will be happening behind the scenes.

Members will get early access to drafts, layout experiments, and design notes, along with a closer look at the decisions that keep this game short. If you’d like to walk through the cursed forest with me before The Last Light goes out, that’s where to find me.

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Burnout, Resilience, and the Road Back

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Introducing the Point of Interest System

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The Indie TTRPG Creator Manifesto

So? You think you’re just making a game?
That's cute!

You’re a writer, squeezing words until your eyes burn.
You’re an editor, strangling sentences until they finally behave.
You’re a layout artist, still nudging text boxes at 2 AM.
You’re a graphic designer who never applied for the job.

You're also a print technician when your printer sends you back a PDF with more red marks than a crime scene: wrong bleed, wrong color space, wrong everything... Do you even know what CYMK is?

And business?
That’s you too: publisher, accountant, customer support.

"Oh, my PDF doesn’t load on my Nokia 3310, can you fix that?"
Sure. Add time traveler tech support to the résumé.

Want a brand? Congrats! You’re marketing now.
You chase algorithms, beg for interaction, and write posts no one sees?
Guess what? You’re a community manager too.

And through it all? You’re broke (most of us are).
You’re exhausted (I know I am).
And... you’re screaming into the void:

“Why the hell am I doing this?”

You're doing this because the idea won’t die.
Because the world in your skull won’t stop clawing.
Because you’ve seen the magic happen when your friends enjoyed playing that homebrewed world you built.

It eats you alive. But it makes you dangerous.

Every late night, every failure, every skill you learn just to survive, they make your mind sharper, they make you more resilient, they make you unstoppable.

Then, one morning, you wake up, and you're a writer, an editor, a layout artist, a graphic designer, a print technician, a time traveler tech support (ok maybe just tech support!), a marketer, and a community manager.

Your real-life character sheet is now stacked with skills you never asked for but learned the hard way.

You are an indie TTRPG creator. You are a force to be reckoned with and you are unstoppable...

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Same Apetite, New Name

Recently, I started receiving emails from people asking for a download key for my new game, Dice Legend. While flattering, I have never released a new game called Dice Legend

After three similar inquiries, I decided to do a quick online search, only to realize that a business called Big Bite Games, located and legally registered in the United Kingdom, designed a video game on the Steam platform titled Dice Legend.

For me, someone who intends to distribute my games in the UK in the long term, you can imagine this poses a problem. On top of that, I found ANOTHER entity named Big Bite Games, almost inactive since 2011, but still renewing its domain name every year.

This really highlights the importance of doing proper online checks when choosing a brand name... something I didn’t do (shame on me).

This brings me to the reason for this blog article: I’m starting a rebranding process that shouldn’t feel too disorienting, but will be unique and better aligned with my vision.

Additionally, the new logo is much more playful and punchy than the previous one, and it now comes with an equally evocative tagline:

“All-You-Can-Play”

Without further ado, I present to you: Big Burger Games!