Fusion Time is maybe my least-popular game I've actually released that I intended for people to play. It's a GM-less, zero-prep game about combining your strengths with your companions in order to defend your home. Fusion dances, combining robots, collaborative magic: that sort of thing! Thematic inspirations are Steven Universe, Captain Planet, Voltron, Power Rangers, and Dragon Ball.
It takes inspiration from the push/pull stats of Lasers and Feelings (you have a Struggle/Chill score and a Sing/Cry score), the very chunky progress-tracking of Blades in the Dark, the detailed Front tracking of Apocalypse World, and the egalitarian control-sharing of Dream Askew.
In a couple years, it's sold exactly one copy, plus ten free itch.io community copies that have a total of three downloads across them. I think part of the reason it didn't get any interest from folks (beyond the fact that I barely promoted it) is that I've labeled it as a playtest, in part because I haven't found the time/energy/gumption to do playtesting outside of my own partners. It's a bit of a hard sell to be like, "Pay money for this thing that I've said isn't final, just because it looks cool." It also has run against maybe my big weakness as a creator, which is that I have a lot of trouble promoting my stuff. And because I don't have confidence in it as a product, I don't feel like I can justify the work/cost of things like polishing the visual design or commissioning art.
It's a bummer, because I think it's really good! It tends to generate some weird, fun settings and story. I think it succeeds at the tricky task of making setting and character creation feel like part of the play experience. The rules are a bit flow-charty and hard to keep in your head, but the basic summary fits on one quick-reference sheet. It's one of many projects of mine where I think it deserves more but I don't feel equipped to make it attract the attention it needs.