Thank you for helping organise it! I had a lot of fun
Oscar
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Cool art! I kind of like the very floaty controls, though they err a little on the side of frustrating rather than fun for now, making the game very difficult but satisfying when you manage to progress. Obviously the hardest part was the very start of the level and the wall jump section haha, but very impressive work for such a short time. Good job!
What a creative base mechanic, definitely does something to your brain trying to synchronize multiple objects up - this has a lot of potential for difficult and interesting puzzles. Controls are great, the art is absolutely stunning, and the dreamy noodling soundtrack makes for immaculate vibes. I initially wanted a button to speed up time (as it can be annoying to wait for another loop to make micro-adjustments), but it ended up lending itself to being a more meditative experience because of the presentation and sound. The only criticism I can give is that by level 4 I was wishing was that there had been some extra mechanic or twist to keep up the interest, but players wanting more is a good problem to have for a jam game. Amazing work in such a short time!
It's been a pleasure watching your dev skills constantly improve over the years! Keep it up!
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.
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".
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!
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 :)
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!
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 :)
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
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 :)










