Doom and Cookies is a 1000 Monkeys, 1000 Typewriters game, meaning it's a tabletop RPG created in 24 hours or less (and thus hasn't been playtested). It's a narrativist RPG in which the players are residents of a Victorian orphanage, from which they are attempting to escape as Doom closes in.
Where do the cookies come in? They're used as game tokens in an interesting, and somewhat perverse, way. Before the game begins, the host deposits a bunch of cookies in a bowl. They may be taken and eaten only per the rules of the game. Players may gain cookies by placing their characters in peril; and once a cookie is obtained, it may be used to modify a die roll by one in the player's favor, and then eaten.
In the same fashion as My Life With Master, the game doesn't specify the nature of the Doom or peril that the players face; this emerges during play. And like that game, it provides an emotional tone and structure for the setting, while leaving the players with considerable room for improvisation within that faily open structure. Unlike Master, it still relies on die-rolls for moment-to-moment task resolution.
On the whole, it looks like a game that could make for very entertaining one-session play. As with many indie RPGs, however, I come away wishing that more attention were paid to the setting and tone, and a tad less to nailing down the rules.