My name is Leonard Boblea, but you can call me Slender Nightmare. I started making games in January 2016 with Clickteam Fusion, creating FNAF and Sonic.exe fan games, Unity 3D games, fan made horror original games, simulation 2017 programs and wikis in programs, other FNAF & Sonic.exe fan made games since 2017 to 2019. After a break (2020–2022), I came back stronger with new projects like Pokémon fan horror games, and new original ones like The Bigball and Survive the Monsters, many remakes of other Pokémon creepy games & 2D remakes of other 3D games like PokéSlender 1-2, White Finger, etc..., some Special 10 Years version of old 2016 games like Star & Stellar, some original prototypes and games, Unity 3D games recently, H-im, Slender & The Supermarket, and more!
I’ll keep improving and doing more experiments and prototypes — hope you enjoy my games! Consider me more as a prototyper! ;D
On the page, you’ll find the newest games at the top. In the middle, there are the prototypes, and as you scroll further down, you’ll find the games from 2019 back to 2016, all the way to the earliest, oldest ones.
Many youtubers and people played my games, for example also Luigikid Gaming or Hunter’s World Gaming.
I am pure genius; even if I don't know how to code in the traditional sense, I can handle it in other ways that people don't even think normally at all when they develop games. I might actually be better than many professional developers, because they likely wouldn't be able to achieve the same results using my methods.
I don't know how to draw sprites so good, but I reconstruct everything step-by-step using video frames and online textures and sprites. I manage to handle it even when dealing with different engines, for example by reconstructing dialogue systems or pathfinding in my own unique ways.
My problem-solving skills are on a level that many pro developers would be jealous of.
REMEMBER:
I am not a game developer in the traditional sense; I don’t believe that once you reach a powerful engine like Unity, you must only keep moving forward to higher technical standards. I don’t choose engines for their 'power' or 'quality,' but for their utility—for how well they allow me to realize a specific vision. If I feel to, I use an old 15 years old engine, because that's what I want and feel to do. I experiment. I see myself as being like the Valve of the past, a studio that thrived on relentless experimentation. While I don't claim their level of technical skill, I share their spirit of inquiry. I am not just a game developer; I am an experimenter. This is my laboratory, where I document everything: from complete games to raw, unfinished prototypes. I put it all out there. If people enjoy what I create, I am happy; if not, I will continue to do it anyway, much like Notch, who shared his work freely throughout his journey. These are the figures that define my approach. I am an experimenter—a 'game scientist,' and that's exactly what I will always be. :D
I do everything by myself, other people have a team, or friends that do graphics/textures, audio, scripts, etc..., and it's more simple, everything I do it's all done by myself. :)
And this Itch.io is the only existing profile having all the games and prototypes ever made by me!