
An open-world exploration, puzzle game made from my 4-year-old daughter's drawings. Step into a vibrant, hand-drawn world and help the princess find all her magical candies.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Odd Dorable is a game created from my 4-year-old daughter’s drawings.
Embark on a short, playful adventure through this cozy and welcoming open world filled with different puzzles to solve. Uncover hidden secrets and help the princess find all her lost candies. Rediscover your inner child as the game evokes a sense of wonder and curiosity.
Little Features:
⏰ Around 30 minutes to 1 hour of playtime!
☁️ Step into a world of pure imagination, lovingly crafted together with my daughter!
🏝️ Explore different playful locations and solve puzzles!
🤪 Meet a small cast of quirky characters!
🎒 Find all six magic candies and help the princess reclaim her magical powers.
This game uses visual storytelling, so no language is needed to play and fully enjoy the experience.
⚠️ Attention: This game is digestible 😋🍴
A digestible game respects its players' money and time, is designed around a single idea, and doesn’t overstay its welcome. We want you to be able to finish our games in just a short session without ever making you feel stuffed, so to say.
Genres
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Odd Dorable, developed and published by Artur Latkovsky, is a small indie project that immediately stands out for one reason: its entire visual identity is built from the drawings of a child. That single creative decision shapes everything about the game—from its tone and structure to how players interpret its world. Rather than polishing those drawings into something conventional, the game preserves their raw, uneven charm, resulting in an experience that feels less like a typical release and more like stepping into someone’s imagination. The gameplay itself is built around simple exploration and light puzzle-solving. Players are placed in a whimsical, loosely structured world and given a vague objective—recover a set of magical items to restore balance. Beyond that, the game offers very little direction. There are no traditional quest markers, minimal dialogue, and only subtle environmental cues to guide progress. This design encourages curiosity and experimentation, asking players to interpret the world on its own terms. At its best, this creates a sense of discovery that feels organic, as if progress is being uncovered rather than dictated. However, that same lack of guidance can also be a barrier. Without clear feedback or instruction, it’s easy to become disoriented, especially in the early moments. Players may find themselves wandering without a strong sense of purpose, unsure of how to interact with certain objects or what actions will lead to progression. The game relies heavily on intuition, and while that aligns with its childlike aesthetic, it doesn’t always translate into satisfying gameplay. Where Odd Dorable truly excels is in its presentation. The hand-drawn art style is vibrant, expressive, and completely unconcerned with conventional design standards. Characters and environments feel spontaneous and imaginative, giving the world a personality that is both playful and slightly surreal. There’s a genuine sense of authenticity here—the visuals don’t feel manufactured or stylized for effect, but instead reflect a personal creative process. This uniqueness carries the entire experience, making it memorable even when other elements fall short. The audio design complements this approach with a similarly quirky tone. Sound effects and music reinforce the whimsical atmosphere, adding to the feeling that the game exists in its own creative space. While not technically impressive, the audio supports the overall identity effectively, contributing to the sense of cohesion between visuals and tone. From a mechanical standpoint, the game is less consistent. Controls can feel awkward at times, with movement and interactions lacking precision. It’s not always clear which elements of the environment can be engaged with, and the absence of clear feedback can make trial-and-error feel more frustrating than rewarding. These issues don’t completely undermine the experience, but they do highlight the gap between the game’s artistic ambition and its technical execution. Another defining aspect is its brevity. The entire experience can be completed in under an hour, making it more of a short creative piece than a full-length game. This works in its favor to some extent—the concept remains fresh throughout, and the game doesn’t overextend itself—but it also limits how much it can develop its ideas. There’s little room for mechanics to evolve or for the world to expand, leaving the experience feeling more like a snapshot than a fully realized journey. Ultimately, Odd Dorable is a game that prioritizes expression over structure. It offers a brief but distinctive experience that stands out through its originality and sincerity rather than its gameplay depth. While its lack of direction, mechanical roughness, and limited scope may not appeal to everyone, those willing to embrace its unconventional design will find something genuinely unique. It’s less about challenge or progression and more about experiencing a creative vision in its purest form. Rating: 7/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cinematographic masterpiece that touched the deepest part of my soul
the game has a really unique artstyle to it (the main reason i bought the game) and it was pretty interesting to be able to go around this vibrant world that a child was able to bring to life. some things i liked were: its aesthetics (mostly the artstyle) and the puzzles some things that i had issues with were: a decrease in frames per second when a lot of objects (trees and stuff) were on screen. i cant say much since i havent really played it much, but do reccomend if you wanna find stuff :3 (also say pspspss to mr october and tuchka)
Un walking simulator en el que tienes que encontrar caramelos para terminar el juego. Más que nada compré la historia de que un padre hizo este juego con su hija pequeña, bonita historia y bonito juego. Te lo pasas en una sentada.
[h1] Sweet Candy [/h1] This game is an odd one to reflect on. Certainly, using a child's drawing to bring a video game world to life and to let the player experience its silliness is a unique thing to do. I really did hope to come here and unleash words of praise and positivity, but personally I left with some mixed feelings. The game is all right at best. Let's put aside the unique major selling point of having a child's vision of the world set as the art style and just talk about what the game has to offer and who it might sell itself to. If I had to come up with a similar type of game, I would consider the Mario games. Let's say my favourite classic of all time, Super Mario 64. Odd Dorable is the simplified version of one single game world in Super Mario 64, just to give you an idea of what this game demands in terms of puzzle logic and world exploration. It is fun to walk through the peaceful and colourful world. I really enjoyed the a cappella SFX and the child's voice used to give the NPCs and animals some sound to communicate back to you. Perhaps that is the best part: to walk to every place once and take in the sound and the visuals. The walking speed in this game is rather slow, and the sprint felt inconsistent at times. It was slower at the beginning and gained more and more sprint speed throughout the game, but never increased at the same point in both of my playthroughs. It could have been fast from the very beginning. Other than that, the puzzles are easy enough, finding sweet candy for the princess is easy enough, and there are some secrets and Easter eggs to discover. All of that alone would suffice for the short length of the game, if it weren't for the poor performance, the invisible walls and the bugs. The game runs poorly. I would assume that the large number of overlapping 2D textures makes rendering go crazy. Depending on positioning and viewing angle, the FPS count drops down to 10–15 FPS, leading to small input delays and stuttering. In addition, I had to restart the game once after encountering a bug in which one sweet candy didn't spawn after I had solved the appropriate puzzle. I am uncertain what caused it, as I recreated my steps in the second playthrough and managed to acquire the candy that time. It was a bummer to restart, since the game doesn't have a save feature. Something else that makes exploration a little less fun is the number of invisible walls and hitboxes. Of course the world has boundaries, but some objects, like trees, seem to have a bigger hitbox than the texture itself. Sometimes I bumped into things I couldn't see and had to move around them. It's not terribly annoying, but each time it breaks the immersion a little. Overall, the game is, as said before, all right. I came with the expectation of playing a short, unique game, and I did. It wasn't as exciting as I had perhaps hoped. After all, it felt like this game wasn't really made for us players. I mean, a game like this clearly attracts collectors, achievement hunters and enjoyers of the more unusual types of games. But all of those miss the one purpose this game finds itself in. To use a child's art to tell a story is to preserve it. Perhaps it is a love letter to a very special someone who will one day look back on it and get to rejoice in a range of hopefully memorable emotions about a loving father and a young daughter. The game is not made for us, it's made for her, and we just got the privilege of being part of it. And that's what I think is best about this game.
Cute.
not sure why i didnt write a review for this sooner but oh well this is such an adorable game and although simple, i really like the art style and the fact that it was done by the dev's daughter :) i even almost cried at one point lmao
It's a cute game, but the controls kept messing up while me and my son were playing. trying to go straight would make me go left while trying to right would make me go backwards. Would also be a little better if we were pointed in the right direction as we didn't know where exactly we were meant to go
Yeah that was a cute idea
está lindo
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