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Oscar

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

Creator of

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Ooh good feedback, I think that's worth changing. I generally want to lean towards favouring the player wherever possible, so colliders on enemies are smaller but on pickups are larger. This would be an easy win :)

Thank you for taking the time to play and give feedback!

Glad you enjoyed! Thanks for playing!

Wow thank you for the super kind words!

I wasn't expecting this to be so damn fun, but it really did something to my brain(s)!

So cool, I love the way you learn to associate the sound effects with the actions. Impressive to squeeze in a level select and medal system too!

This blows my mind. I know you went over the time limit, but to do all this in a single day is insane! Gorgeous art, an insane amount of well written dialogue with unique reactions for every outcome, great balancing of the gameplay choices, and even awesome custom music to nail the vibe. You've got a fantastic unique style of making games, keep it up!

Thank you! You're right, it could probably translate very well to mobile! Might make a post-jam version with this in mind (and to fix all of the obvious issues like onboarding haha).

Thank you for the kind words!
And shhhh don't tell anybody, but that was almost the easiest part. It's just the built in Unity 2D IK system ;)

Thank you! Glad you enjoyed!

So cute, I love a good fishing mechanic. The cat photo definitely earned you extra points.

Thank you! Glad you enjoyed!

This is so rad! The platforming is dead solid, and the art and feedback effects felt really great.

Great job!

I love him

Thank you for the kind words Bengar! Regarding dev time, honestly it was about 5 minutes to fix a graphical bug that I couldn't have known until uploading to itch (half of the screen was black only in the web build). So it's technically dev time, but I probably spent 30 minutes waiting for Unity to reload the domain during development anyway :P

And thanks for the feedback! Glad you enjoyed it. You're too right about the mouse thing, I couldn't think of a way to fix it until just after submitting I realised I could have locked the cursor and made a custom in-game one that allowed you to go below. Oh well. At least it's a little more controllable in fullscreen.

This is rad! I love the effect of dissolving the adventurers, and the attention to detail in the slime trail growing with you. Super cute art and very impressive for the dev time!

My best I managed was 45

Haha I love the idea that you win at capitalism by producing 50,000 powerpoints.

The art is so cute! Amazing level of polish for such a short dev time!

Wow, haunting. Such incredible art!

You're insane for building a city builder for TriJam hahaha. Nice work! Very cozy.

I love your art! Really polished for such a short dev time, insane work!

Thank you for helping organise it! I had a lot of fun

Thanks :) Yeah it's not easy haha, best I've managed is Level 8.

Thank you! 

There's absolutely a whole game here, great core concept. You did a lot in such a short time!

Thank you!

Shoot, in the panic of submitting I forgot to credit the sound effects - they're from Kenny.nl (I think from the Interface Sounds pack). Thanks for reminding me!

I feel like there's a great underlying mechanic and concept here, I feel like it's better suited for some cerebral puzzles than a time-attack. But you did a great job of pulling it all together in the short time frame, well done!!

Amazing!! Also so impressed with how you nailed the scope. Well done!

Wow I'm really impressed with how many mechanics you got done in just 3 hours! Would love to see a full level with some puzzles 

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!

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Some of the nicest icons on itch!

I would love if you could do a generic controller layout (buttons without symbols, similar to how its handled on the switch). Also I think you might have got the circle and square button locations mixed up on the Playstation controller!

So nice! Super spooky and versatile ambience.

Heads up: I think you made a typo in the page name ("Paint" instead of "Pain")

Thank you for the lovely words! It's a pretty bizarre aesthetic but strangely works haha

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.

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