// BLOG
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Print & Sleeve: Your Card Art, Ready to Cut
Testing a new deck, playing with custom art, or just making proxies for the kitchen table? Print & Sleeve turns a pile of card images into print-ready sheets where every card comes out at real trading card size, 63 by 88 mm, so it slides right into a standard sleeve.
Drop your images on the page and each one is cropped to fit a card, with sideways art turned upright. They lay out nine to a sheet on Letter or A4. Need four of the same land? Bump its count up instead of adding it four times, and drag cards around to change the order. A bleed setting stretches the edges of each picture outward a few millimeters, so a cut that wanders a little never leaves a white sliver, and cut marks in the margins line up with every card edge so you can square a paper guillotine to them and chop the whole sheet in a few clean passes.
Want backs too? Add a card back image and every sheet gets a mirrored back page that lines up with the fronts when your printer flips the paper. When it all looks right, download the PDF or send it straight to print. Just print at 100% (Actual size) so the cards keep their true size. And your images never leave your computer: everything, including building the PDF, happens right in your browser.
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Basic TV Tabletop: A Battle Mat That Never Ends
Lay a TV flat on the table (or prop it up and look down at it), open Basic TV Tabletop full screen, and you've got a battle mat for your miniatures that never runs out of room. When the fight drifts off the edge of the map, just drag the ground along with it.
Pick your ground: a field of grass, with every blade drawn individually, swaying gently while slow gusts of wind ripple across it, or a courtyard of worn flagstones with dark mortar and a little moss creeping through the cracks. Then lay a grid over it: squares, hexes, or nothing at all. Cell size, line color, strength, and thickness are all adjustable, so the grid can be bold for a crowded skirmish or barely there for a theater-of-the-mind scene.
Want your squares to match your minis? Enter your screen size in inches and press Make 1-inch cells, and each square or hex comes out about an inch across, the size of a standard miniature base. Once it's set up, the controls and the mouse cursor fade away after a few seconds, leaving nothing on screen but the mat. Your settings are remembered for next game night.
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Dice Tower: Load the Drawbridge, Pull the Handle
Every good game night has a dice tower: drop your dice in the top, they rattle down through the inside, and they spill out into a tray at the bottom with nobody able to say you "placed" that natural 20. This one is a little castle keep, built in real 3D instead of the usual pixel art.
Pick your dice from the rack on the side: d4, d6, d8, d10, d12, d20, and d100. Drag them onto the wooden drawbridge hanging off the top of the tower (or just tap them), as many as thirty at a time. Then grab the big red-knobbed lever and pull. A little iron gate lifts, the chains haul the drawbridge up, and your dice slide through the gate and tumble down past the shelves behind the tower's glass front before rolling out across the felt.
Nothing is faked. Every die is a real physics object bouncing off real walls, and the result is whichever face actually lands on top. The dice are numbered like the real thing too: opposite faces add up the traditional way, a d4 reads from the corner pointing up, and a d100 rolls as a tens die plus a ones die. Once everything settles, the camera glides down over the tray so you can read each die, and the bar along the bottom adds up the total. Hit Roll more dice to head back up to the tower, or Same dice again to reload the whole handful.
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MSI Inspector: Every Installer in a Folder, Side by Side
Something a little different from the games: a free, open-source Windows tool for anyone who works with MSI installer packages. If you've ever had a folder tree full of MSIs and needed to know which ones collide, this is for you.
Point MSI Inspector at a folder and it digs through every subfolder, finds every .msi, and lines them up in a sortable grid with the identifiers that matter: ProductCode (the specific product release), UpgradeCode (the product family that lets a new version replace an old one), and PackageCode (the exact file build), along with product name, version, manufacturer, and language.
One click narrows the list to files sharing a ProductCode, UpgradeCode, or PackageCode, which catches the classic packaging mistakes before they break an upgrade. A second tab lists every custom action across all your packages: search them by name, source, or target, and see which ones show up in more than one MSI, including how many different implementations hide behind the same name. Everything exports to CSV.
It opens packages read-only through Windows Installer itself, so it never changes your files. The code is public on GitHub, and releases are built by GitHub straight from that source, with checksums and signed build attestations so anyone can verify a download.
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Deep Delve: How Far Down Can You Go?
Deep Delve is an isometric pixel art dungeon crawl. Grab your torch, step through the first door, and start heading down. Every level is generated fresh: dozens of halls, chambers, and twisting corridors stitched together with creaky wooden doors, and somewhere in the farthest dead end, a staircase leading deeper.
Your torch only reaches a few tiles, and walls block your view, so every door you open is a small gamble. Press M to pull up a map of everywhere you've explored. Click anywhere to walk there, or hold to keep walking. Chests hide gems and the occasional heart, and deeper levels lock the stairs room behind a door whose key is hidden somewhere else on the level.
Then the goblins and skeletons show up. The moment a monster comes into view, the game snaps into turn-based combat. You get six action points to spend on moving, loosing arrows at distant foes, or cleaving through anything standing beside you with a sweeping sword arc. Then the monsters take their turn. Plan carefully: there are only so many hearts, and the dungeon goes down forever.
The green-tunicked hero in the pointy cap is, of course, an entirely original adventurer with no resemblance to any famous elf from any famous series of games. ;)
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Robot House Regatta: Row, Robots, Row!
Picture it: the far future, at a university on another planet. A certain shiny, wisecracking robot and his buddy from the distant past enroll and pledge the rowdiest fraternity on campus, Robot House: a crumbling party mansion full of robots with questionable grades and zero respect for authority.
Across the quad live the preppies: sweater-draped, loafer-wearing, sunglasses-at-night rowers who look down their noses at everyone. One wild party and one prank too many later, the school is itching to shut Robot House down for good, and the bad blood between the two houses has only one place left to go: the river. It all comes down to the big regatta.
That's where you come in. Robot House Regatta is a top-down pixel art rowing race. Crates float down the river, and if you press just as one crosses your bow, your robot crew surges forward. Nail the timing for a PERFECT boost, but mash the button and your boat stalls. Out-row three preppy crews (Sigma Yachta Phi, Chi Lacrosse Pi, and Delta Loafer Rho) across a five-race season to bring home the championship.
Any resemblance to a certain animated sci-fi sitcom about an intergalactic delivery company is, once again, purely coincidental. Those are just some robots. In a house. Rowing. ;)
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HelmetsDeep: Hold the Wall
My newest game puts you on the battlements as an elf archer, looking over your shoulder at a rainy night field as orcs charge the wall. It plays like a medieval Missile Command: click or tap where you want each arrow to land, and lead your targets, because arrows take a moment to arc out there.
Every wave hands you a fresh quiver, and arrows only fly as far as the line of stakes, so you can't just camp the spot where the orcs appear. Goblin packs, shielded orcs, ladder carriers, and a battering-ram troll every fifth wave keep the pressure on. The wall is split into five sections, and if any one of them gets battered down, the horde pours through and it's game over.
It's all pixel art, with synthesized sound effects and an original fantasy soundtrack you can toggle on or off. It runs right in your browser on desktop or phone.
And yes, any resemblance to a certain legendary last stand at a certain stormy fortress from a certain very famous fantasy trilogy is purely, totally, completely coincidental. That is not that elf. Those are not those orcs. Please enjoy HelmetsDeep, which is an entirely different place. ;)
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Find Mothman: A Pixel Art Hunt
Find Mothman is a hidden-object game set in a pixel art city at night. Mothman is perched somewhere in the skyline: on a rooftop, a fire escape, behind a water tower, on top of a billboard, or lurking in an alley. Scroll or pinch to zoom, drag to pan, and click him when you spot him.
Every round draws a brand new city from scratch, so he's never in the same place twice. Look for two tiny red eyes, but be careful: blinking tower lights, neon signs, car tail lights, and the occasional pair of rat eyes are there to throw you off. A timer tracks each find, your best time is saved, and if you're stuck for a full minute, his eyes start to blink.