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Oscar

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A member registered Apr 14, 2018 · View creator page →

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The Sublime Artistry of "Hunt for Gingerbread Man"

In a landscape awash with derivative mediocrity, Hunt for Gingerbread Man ascends as a shimmering beacon of avant-garde ambition, uniting the realms of action and allegory in ways few would dare attempt. A sumptuous feast for the senses, it blends FPS mechanics with an almost ecclesiastical reverence for its setting, a crumbling temple whose architecture evokes the haunting beauty of lost civilizations. Here, in this pixelated sanctum, players embark on an existential quest that transcends mere gameplay—a pilgrimage to uncover not just a gingerbread man, but the very essence of desire and pursuit.

The temple environment, lovingly rendered with off-the-shelf assets, radiates an ineffable mysticism. Its tessellated corridors and sprawling chambers whisper tales of forgotten deities and arcane rituals, conjuring a palpable sense of place. Though some might dismiss the aesthetic as "generic," true connoisseurs will recognize the subtle brilliance: the textures, deliberately uniform, symbolize the homogeneity of human longing, while the ominous lighting reflects the shadows that dwell within us all.

The FPS controller—an unapologetically bare-bones implementation—offers a refreshing purity of experience. Eschewing the bloated complexities of modern shooters, Hunt for Gingerbread Man strips the genre to its core, reminding us of the primal joy of aiming, shooting, and moving. The guns themselves, evocative of contemporary minimalist art, serve as an extension of the player’s psyche, each bullet a metaphorical cry into the void.

The titular quarry is no mere confectionery; it is an enigma wrapped in metaphor, a symbol of fleeting ambition and unattainable perfection. The act of searching for the gingerbread man becomes a meditation on the human condition, a Sisyphean struggle imbued with pathos and whimsy. When at last you find him—spoiler alert—his blank frosting face offers no answers, only the haunting reflection of your own desires.

While some detractors might label Hunt for Gingerbread Man an "asset flip," such criticisms fail to grasp the postmodern genius at play. This is not a game in the traditional sense; it is a commentary on the nature of gaming itself. By repurposing existing assets, the developers challenge our notions of originality and value, inviting players to find beauty in the overlooked and the mundane.

Five stars. A triumph.

No worries, hope it goes well! :)

Did you end up joining a team? I might be keen!

This is some SERIOUSLY unique game design. Really brilliant. I hope you expand on it further!

So fricken juicy, amazing work for such a short jam!

MMmmm toasted spaceship

Thank you :)

Thank you! Glad you enjoyed :D

Yeah that's actually how I play it too haha, great for getting out to the far away crates.

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Nice, that's also how I play: spend a bit of time building a good asteroid, then coast in a direction picking up crates along the way.

Thank you for playing :D

Most beautiful game of this jam by a LONG shot, and sooo smooth. The sound design is fantastic too. Does what it sets out to do perfectly, so no critiques whatsoever! Great work!

Thank you! Yeah I erred on the side of too floaty and I ended up finding it quite fun to be forced to play with some restraint and eventually master :p

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Gosh thank you for the lovely words! I'm sure you'll end up making even better games if ya love doing it and keep practicing :)

Wowee thank you!

The vibes are perfect. Super spooky! What's the score you need to win? Cause I got pretty high and it felt never ending haha. Otherwise, the sound design and art are awesome, and it's a very novel idea. Great work :D

This is utterly delightful. So simple yet surprisingly tense. The graphics are gorgeous and the movement is fluid. This is the complete package, doesn't try to be too much. Great job!

Honestly a really REALLY cool concept. I'd love to know how much resources each of the upgrades cost, and how many each planet generates. With that, and if the game was like 30% slower in all aspects, I think it would be super strategic and fun. I really love the simplicity of the mechanics, but which lead to some surprisingly awesome strategies. Would LOVE to see this developed further!

By the way I think there's a bug where sometimes you spawn without a home planet, but it doesn't end the game so you can keep selecting planets but not send any troops. I'm guessing that's why some people are getting "no feedback".

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Honestly this is a staggering amount of great game design for a game jam game! The bombs destroying the buildable planet surface, making planets more dangerous, but also being used to launch you and gather resources is so brilliant and elegant! And the resource management feels just right. Once you get the hang of the lunar lander controls it starts to feel really good to plan a route and control your ship.

People really need to invest the time to enjoy this. It's a slower paced and more thoughtful game than I realised initially going in but there's so much here, the more I played the more I fell in love! With a graphical update and some ironing out of the kinks I could easily see myself playing this game for hours :)

Fantastic work!

My score is simply unbeatable. Don't even try to prove me wrong >:)

The core idea is nice, would be cool with some of the bugs ironed out. I accidentally placed the rover to the right of my player rather than the left and ended up having to push him around everywhere haha, then couldn't buy the upgrades. If you get a chance you should try to finish it! Could be a really cozy moon mining experience :)

Very cool haha, honestly I didn't mind the corny long intro because it was at least funny. I guess the "limited resources" is the number of hands you have? The warp effect was stunning! Lots of good stuff here, great work!

Super fun and challenging! Great work! Made a lot more sense once I read you can cross over the borders and loop back :)

One minor improvement for me personally would be that holding down the up arrow doesn't continue to cycle colours, it should be a press and release so I can count my keystrokes more accurately. Also looping back with down would probably be nice too :P

Otherwise amazing work for only 48 hours!

The controls are great and it feels really fluid, but I guess you didn't get time to add the collectable ship parts? Good work otherwise :)

You're a great writer, I really enjoyed this! I dunno what I was doing wrong but I simply couldn't beat it, played through it 4 times and every time everybody died, even after collecting enough parts. Guess there's just some chance you fail regardless? Anyway, nice work making some compelling characters, I'd like to see more of this world :)

Hey Savage, I'm in the same boat as Regniwekim with the performance, it's not working at all on Firefox for me. Sucks because I really want to play, the vibes are immaculate!

Love the title page graphic! Very tight overall, doesn't waste any time getting to the fun! Great work :)

I can see how the core concept is really nice actually, full of potential, but as the others say it's a little too sparse to be interesting. The art is beautiful though, and pretty impressive work making to make a building system like this!

Lovely feeling to the movement once you get the hang of it. I agree about the main gripe being making the hitboxes more forgiving, that was pretty frustrating. But other wise this was super fun! I had to play it twice because I didn't pay attention to the numbers the first time, but breezing through the levels the second time felt really great :D

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Clearly so much love and work has been put into this! 15 levels, tons of art, tight gameplay and even a friggen intro cutscene! Amazing work!

I had a lot of fun playing and I just love how complete a package it feels. Unfortunately by level 11 it was already getting too hard for me and it felt pretty disheartening to have to start again from the top when the sun exploded, but I'm also not great at platformers in general :P  One minor gripe for people like me who die all the time is when the music restarts every time the level restarts hahaha, had to listen to that intro many times ;)

Otherwise, such great work for only 48 hours! Well done :)

Mind blowing tech! Can't wait to see it fully optimised and with some more fleshed out rendering. It already runs insanely well on my PC, considering the complexity of the simulation. Whatever game you make out of this will be truly impressive.

This is such a cool mechanic! So much to explore here. With just a little more polish it could be a really great game!

:')

Thank you! Always be subvertin' ;)

Thank you <3

Haha that's the kind of edit I like to see :)