Compara los precios de Daddy's gone a-hunting en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Wojciech Krupinski. Publicado por KrupinskiArt. Lanzado el 12/12/2017. Disponible en PC. Géneros: Action, Adventure, Casual, Indie.

A one-person prehistoric action game with genuine DIY charm, built entirely by a solo developer who also composed the music - low expectations going in, genuine warmth coming out.

I went into this one with no community consensus to lean on, no critic scores to triangulate against, and a title that sounds like a folk song. What I found is exactly the kind of micro-release that gets swallowed by the Steam catalog every week: a solo project by Wojciech Krupinski, who handled design, art, code, and music without a team behind him. That context matters. It reframes what you are actually evaluating. The setup is ridiculous in the best low-fi way. A lazy prehistoric dad gets kicked out by his wife and has to hunt food for his kids. You navigate over 50 room-based stages spread across two distinct zones, battling prehistoric monsters with your loyal pet fish - used as both a sword and a boomerang. Yes, the fish. That detail is either the most charming thing in the game or a sign you should close the tab, and your reaction to it will tell you everything you need to know about your own fit with this title. The combat is simple and repetitive, but the absurdist logic of the premise gives it a scrappy energy that keeps early rooms tolerable. The 16-bit SNES-adjacent pixel art is rough at the edges but has a handmade quality that studio asset packs can never quite fake. The developer described it as SNES graphics with a modern touch, and that tracks. The retro FX sounds - little crunchy explosions, impact hits, the general prehistoric chaos - do more work than they have any right to, adding a tactile feel to combat that a more polished game might drown in orchestration. The music is retro-style and built to match the pixel world rather than compete with it. Modest, functional, sometimes quietly enjoyable. Where the game loses credibility is in its shallowness as a sustained experience. Two zones and a fish weapon do not a deep action game make. There is no real progression system, no build variety, no unlocks that meaningfully alter how you play. The difficulty can spike in ways that feel accidental rather than designed - deaths come, and there is no shame in that, but the learning curve owes more to repetition than to any satisfying skill expression. The absence of Steam achievements stings a little for completionist-minded players, and community requests for them went unanswered. This is not a game that grows with you. For what it is - a sub-dollar curiosity from a developer who made everything himself, released it, and moved on - it deserves a fair look rather than reflexive dismissal. The window of audience is narrow: retro action fans who enjoy the archaeology of tiny Steam releases, or anyone who simply wants fifteen minutes of prehistoric silliness without any friction. Go in with patience and zero expectations for depth, and there is a genuine handmade oddity here worth a moment of your time. Kai, Scout Team

Daddy's gone a-hunting

Daddy's gone a-hunting

12 dic 2017Wojciech KrupinskiKrupinskiArt
GamerScout opina

A one-person prehistoric action game with genuine DIY charm, built entirely by a solo developer who also composed the music - low expectations going in, genuine warmth coming out.

PC
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Mínimo histórico: €0.71

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I went into this one with no community consensus to lean on, no critic scores to triangulate against, and a title that sounds like a folk song. What I found is exactly the kind of micro-release that gets swallowed by the Steam catalog every week: a solo project by Wojciech Krupinski, who handled design, art, code, and music without a team behind him. That context matters. It reframes what you are actually evaluating. The setup is ridiculous in the best low-fi way. A lazy prehistoric dad gets kicked out by his wife and has to hunt food for his kids. You navigate over 50 room-based stages spread across two distinct zones, battling prehistoric monsters with your loyal pet fish - used as both a sword and a boomerang. Yes, the fish. That detail is either the most charming thing in the game or a sign you should close the tab, and your reaction to it will tell you everything you need to know about your own fit with this title. The combat is simple and repetitive, but the absurdist logic of the premise gives it a scrappy energy that keeps early rooms tolerable. The 16-bit SNES-adjacent pixel art is rough at the edges but has a handmade quality that studio asset packs can never quite fake. The developer described it as SNES graphics with a modern touch, and that tracks. The retro FX sounds - little crunchy explosions, impact hits, the general prehistoric chaos - do more work than they have any right to, adding a tactile feel to combat that a more polished game might drown in orchestration. The music is retro-style and built to match the pixel world rather than compete with it. Modest, functional, sometimes quietly enjoyable. Where the game loses credibility is in its shallowness as a sustained experience. Two zones and a fish weapon do not a deep action game make. There is no real progression system, no build variety, no unlocks that meaningfully alter how you play. The difficulty can spike in ways that feel accidental rather than designed - deaths come, and there is no shame in that, but the learning curve owes more to repetition than to any satisfying skill expression. The absence of Steam achievements stings a little for completionist-minded players, and community requests for them went unanswered. This is not a game that grows with you. For what it is - a sub-dollar curiosity from a developer who made everything himself, released it, and moved on - it deserves a fair look rather than reflexive dismissal. The window of audience is narrow: retro action fans who enjoy the archaeology of tiny Steam releases, or anyone who simply wants fifteen minutes of prehistoric silliness without any friction. Go in with patience and zero expectations for depth, and there is a genuine handmade oddity here worth a moment of your time.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Solo DeveloperPrehistoric SettingRoom-Based CombatPet Weapon MechanicRetro FX SoundsLow Barrier to EntryShort Session PlaySNES-Style Pixel Art

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
512 MB RAM
DirectX
Version 11
Storage
50 MB available space
Graphics
Video Any 3D capable card
Processor
Intel Pentium 4 1.3 GHz

Recomendados

OS
Windows XP/Windows 7
Memory
1 GB RAM
Storage
2 GB available space
Graphics
Video Any 3D capable card
Processor
Intel Core 2 Duo or Athlon 64 X2

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Información del juego

Desarrolladora
Wojciech Krupinski
Distribuidora
KrupinskiArt
Fecha de lanzamiento
12 dic 2017

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¿En qué plataformas está disponible Daddy's gone a-hunting?

Daddy's gone a-hunting está disponible en PC.

¿Cuándo se lanzó Daddy's gone a-hunting?

Daddy's gone a-hunting se lanzó el 12 de diciembre de 2017.

¿Quién desarrolló Daddy's gone a-hunting?

Daddy's gone a-hunting fue desarrollado por Wojciech Krupinski y publicado por KrupinskiArt.