Design a game. Pick its genre, its topic, who it's for. Then go do your actual work - every keystroke you type writes another line of it. A tiny developer builds, ships, and gets reviewed for your ideas, in a little window in the corner of your screen.
A cozy first-person sorting sim set in a 1989 video rental store. All 3,360 VHS tapes have spilled across the floor — pick them up, read the covers, and shelve them by genre. No timers, no pressure: just the quiet satisfaction of putting every last cassette back in its place.
A cozy soda-sorting sim set in a little shop. All 5760 cans have spilled across the floor - pick them up, read the labels, and shelve every one by flavor. No timers, no pressure. Sort alone, or with up to three friends.