Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

olldav

19
Posts
1
Topics
1
Followers
A member registered Jul 25, 2024 · View creator page →

Creator of

Recent community posts

In Defense of Perfection: Why SkiTag is a Masterpiece Masked in Minimalism

Let us begin by confronting the blasphemous statement hurled by wallet472 into the gaming discourse — a flippant and uninformed “holy mid” directed at SkiTag. On the surface, yes, SkiTag is a brief, 10-second experience where a basic character on skis dodges trees. There’s no turning. No acceleration. No levels. No upgrades. No power-ups. No tutorials. But to reduce SkiTag to mere simplicity is to fundamentally misunderstand it. In its brevity, its constraints, and its stoic refusal to be anything more than it needs to be, SkiTag becomes something few games today are brave enough to be: perfect.

This is not hyperbole. This is the raw truth about a game that has mastered the most elusive principle in game design: elegant minimalism. Created by the enigmatic duo Rohan and Harshith, SkiTag isn’t just a game. It’s a moment — a haiku in a medium dominated by bloated novels, a pixelated sonnet in an industry obsessed with visual bombast and monetization.

Let us dissect exactly why this game, in all its stripped-down glory, deserves nothing less than reverence.

I. The Mechanics of Constraint: Freedom Through Limitation

In most games, control is a selling point. You can jump, dash, block, shoot, crouch, fly, crawl, and reload. Yet in SkiTag, you do… none of that.

You can’t turn.

You can’t slow down.

You can’t go faster.

You move. That’s it.

But what SkiTag understands — and what wallet472 tragically fails to grasp — is that limitation breeds creativity, tension, and purity. When a game removes all options but one — survive — the mind enters a state of hyperfocus. Every tree you dodge feels monumental. Every narrow miss? A spike of adrenaline. The absence of choice doesn’t reduce engagement; it intensifies it.

It is the same genius that makes Flappy Bird timeless, that makes Tetris eternally relevant. Complexity is easy. Purity is rare.

II. The 10-Second Design Philosophy: Ludic Microcosm

How many games waste your time?

Grind for hours. Wait through cutscenes. Pay for upgrades. Watch loading screens.

Then there is SkiTag, a game that respects you enough to deliver its essence in 10 seconds. That’s not a flaw. That’s design discipline.

10 seconds is not a limit — it is a frame. Within it lies everything SkiTag has to say. It invites you to die quickly, restart instantly, and enter a rhythm of precision and determination. Each round is a distilled shot of dopamine — fast, clean, perfect.

You don’t play SkiTag to “progress.” You play to exist in the moment.

III. The Visual Aesthetic: Pixel Purity and Unironic Rawness

No flashy shaders. No ray-traced reflections. No motion blur.

Just a character. On skis. Sliding between trees.

That’s SkiTag’s defiance in action — a refusal to impress through gimmickry. The graphics aren’t “basic”; they are honest. They are the deliberate choice of developers who know that form follows function. In a world saturated with overproduced garbage chasing photorealism, SkiTag strips it all back, offering a graphical style that says, “I am not here to lie to you.”

It’s not lazy — it’s liberating.

IV. The Philosophical Core: Memento Mori on Skis

The gameplay loop of SkiTag isn’t just entertainment. It’s allegory.

You spawn. You descend. Trees rush toward you.

No turning back. No slowing down. No do-overs.

Eventually, you hit something. The end comes. You reflect. You try again.

Sound familiar?

That’s life.

SkiTag is a metaphor in motion: the inevitability of forward momentum, the randomness of obstacles, the quiet panic of knowing it all ends soon. And yet, every playthrough is a refusal to accept that fate — a quiet, pixelated rebellion.

Only a fool calls that “mid.”

V. The Developers: Rohan and Harshith — Visionaries in a Noisy World

Who are Rohan and Harshith? Are they industry giants? No. They are something far rarer — artists untainted by corporate bloat, unburdened by the need to appease shareholders or Reddit threads.

They didn’t pad SkiTag with loot boxes. They didn’t design it for Twitch metrics. They made a game — small, perfect, unflinching. That takes courage. That takes vision.

Their choice to keep SkiTag pure is a stand against modern game design rot. They are monks in a monastery of code, chiseling joy out of ones and zeros.

VI. The Legacy of the “Mid” Accusation: A Cautionary Tale

What does “mid” mean anymore?

When wallet472 says “holy mid,” he isn’t critiquing design — he’s reacting from a place of desensitization. After years of games promising hundreds of hours, lifetimes of content, sprawling open worlds, he sees SkiTag and says, “Is that it?”

But that’s like walking into an art gallery, seeing a single black brushstroke on white canvas, and asking “where’s the rest?”

The rest is in the experience. In the twitch of your fingers. In the tightness of your chest when you slide through a one-pixel gap.

Calling SkiTag “mid” is a confession — not about the game, but about the speaker.

Final Words: Perfection Isn’t Loud — It’s Skiing Through Trees

SkiTag doesn’t need to be more. It doesn’t ask for your money, your time, your loyalty. It just exists — pure, complete, and joyful. It knows what it is. It says what it wants to say. And then it lets you go.

To the untrained eye, it’s just a man on skis. But to those willing to look deeper, it’s a design masterclass, a philosophical reflection, and a celebration of what games once were — and what they still can be.

So no, wallet472.

It’s not “holy mid.”

It’s holy.

olldav out.

doesnt work.

hey its a start

this is awesome, but the camera is a bit... strange. overall 10/10 tho

GREAT GAME 

sooo boring

its a cool and fun concept, but there isnt mucgh currently. excted to see future updates.

2213234444443432
myorda
xfafsf

A Brilliant Experience with Cursed Crusade

Let me start by saying that Cursed Crusade is an absolutely delightful gem of a game that excels on every level. This 2D sidescroller, created by the talented Samalb81, is a prime example of how to craft an engaging and memorable gaming experience. From the moment you start, you can tell that a lot of care and thought went into the design.

First off, the premise is incredibly unique. You play as a knight battling against flying mythical creatures, and it feels fresh and exhilarating. The creativity behind the enemy designs is impressive, and each encounter feels dynamic and exciting. You’re not just mindlessly smashing buttons; you’re fully immersed in a world that sparks your imagination.

Speaking of immersion, let’s talk about the atmosphere. The game boasts a beautifully crafted environment that pulls you in from the get-go. The visuals are vibrant and inviting, with an art style that complements the fantasy theme perfectly. Each level feels distinctive, making you eager to explore and discover what’s around the next corner.

The progression system is another standout feature. Unlike many games that feel stagnant after a while, Cursed Crusade keeps you engaged by rewarding your efforts with meaningful upgrades and abilities. You can genuinely feel your character grow stronger, which is a satisfying experience. It’s clear that the developers understand the importance of player engagement, and they deliver that in spades.

Now let’s talk about the animations. They are incredibly fluid and clean, making every move feel responsive and satisfying. The attacking mechanics are so smooth that it feels effortless to chain together combos and dodge enemy attacks. You can tell that Samalb81 put a tremendous amount of effort into perfecting the combat system, and it shows. It’s a joy to play, and you’ll find yourself getting lost in the action.

Overall, Cursed Crusade is a masterclass in game design. With its unique concept, engaging atmosphere, and well-thought-out progression, it’s a game that stands out in the crowded market. If you’re looking for a sidescroller that offers depth, challenge, and a whole lot of fun, do yourself a favor and dive into this masterpiece. Cursed Crusade is truly a breath of fresh air, and I can’t wait to see what Samalb81 does next—this game deserves all the recognition it can get!

(1 edit)

i will find you. this comment activates my anger. run.

i am the best player

last warning.

this is so true!

i will ban anyone with hate comments btw guys

this game genuinely sucks. the amount of STUPID cockroaches along with the fact that the cockroaches have the hitbox of JUPITER makes the game feel super clunky and brutal to try to play. if you are shoved against the wall by 2 or more enemies, you are unable to shoot them, because the stupid wall collision stops bullets from travelling when rubbing against the wall. the limited time makes the game SUPER SUCK. the purple slimes have as much health as you do time to beat the game, so 90% of the game is shooting a purple mess. ketamine??? seriously, a drug?? this game shouldn't be allowed to exist. the shotgun reduces SO MUCH HEALTH and only allows for 12 damage with EVERY shot hitting. the revolver or whatever the hell the second gun is, is WAY too broken, allowing for a 1 shot on normal slimes. there are NO animations for shooting, and the enemy death animation lasts WAYY too long, and keeps collision active till the enemies death animation is over... WHY??? also, the attack animation/punch animation is NONEXISTENT which makes the ability to punch completely useless. why is there even a SCORE SYSTEM, its legitimately IMPOSSIBLE to beat. the fact that the last room has 2 PURPLE SLIMES, and, even with speed running strategies, only allows for 30 - 50 seconds to kill 2 PURPLE FREAKING SLIMES, for if you didn't already know, share 90 HEALTH EACH. the pistol in the game is SOMEHOW WORSE than the SHOOTGUN, only dealing 3 measly damage per bullet. this means the green slime takes 3 HITS to beat. EVERY heart consumable is WAYY to ugly, and has no animation, making the heart look even more ugly. lastly, retouching on the enemy cramming problem, the amount of enemies in each room makes each room BRUTAL to clear. actually, i have 1 last bit of constructive criticism, the enemy detection range is EXTREMELY long range, and the player camera is SO zoomed in, i can see each singular non existent hair follicle on the players hair. the shooter in the game has sniper level range, hitting you when you cant even see the shooter. i could rant forever, but nontheless the bell has rung and the period is over. 9/10 game, would recommend

Perfect game. This could rival GTA VI.