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Dubgeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #112 | 4.016 | 4.016 |
Presentation | #129 | 4.301 | 4.301 |
Originality | #132 | 4.171 | 4.171 |
Fun | #252 | 3.772 | 3.772 |
Ranked from 193 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game gets faster and your character becomes harder to control as the Madness gauge increases (whenever you are hit). You need to lose some control to get through most levels though.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Super interesting idea. Like the use of the music and how the thing that hurts you also kinda helps you but makes you out of control. Love that mechanic. Def would have let the music keeping riding between attempts at the level to keep the flow. Good job man!
Extremely polished and very challenging platformer. The execution was well put together and everything worked really well together. Biggest gripe is basically just what everybody else also mentioned: once you get to the higher madness, the controls get a bit too fiddly. It is supposed to be out of control, but I think there is still a way you could fine tune it to still feel good while still being out of control. Great job overall!
Looks like someone's taken shrooms before
I love all the juice and polish in this game! The particle effects, the soundwaves the mushrooms with guitars make, the headbanging of the purple ones, the screen shake... It all feels so nice!
This is a really awesome take on the theme and was alot of fun to play! I love the aesthetic and the puzzles are great! If I were to give any constructive criticism it would be that the character is perhaps too finicky to control at high madness but this is a minor gripe and could easily be tweaked post jam :) Great effort, well done!
Without a doubt one of the most polished and visually pleasing games I've played so far!
However I think there was some room for improvement on the character controls. These are definitely subjective points, so take them as you will: I think the character's in-air drift should stop as soon as you let go of the key--it currently feels bad that you have to hold in a direction, then tap the other direction to stop flying forward. Also, a bit faster deceleration when you let go of the key on the ground would be nice.
Overall, beautiful game with a great concept. Good job!
I like the idea, but it felt incredibly touchy at high speeds. Maybe if there was an acceleration to turning so I didn't immediately fly in the other direction when trying to reverse?
Very fun and it definitely fits the theme. Perhaps you could tweek the controls a bit. It feels like I keep moving in a direction for a few frames after releasing the button. I have no idea if that is true, or if that was intentional, but it feels kinda bad (to me). That said, the game looks great, and mostly plays great too. Good job.
Very fun and fits the theme well
Pretty cool game. I liked the core mechanic, but it seemed like sometimes you had to be so out of control to beat a level that it was near impossible. Really nice work!
Really smart mechanics, quite challenging!
I love the mechanics in this game, and how sometimes you need to get "damaged" in order to complete the level. Very smart. I also love the art and the music!
Fun game, some levels are quite challenging!
Love the idea of trading speed for health in this sort of platformer! It's a speedrunner's dream.
Agree with the comments on slipperyness and how low speed still felt a bit slippery. However this game looks and sounds great.
Fantastic job!
Good concept, good variety with the "enemies", good art.
That must be a problem with me but i didn"t hear any sound XD
Oh that's odd, never heard of that one before! And the music does make a big difference :(
Really good and original concept. Fun and challenging at the same time. The music choice is also very sweet. Good job!
Wow, the game is fun and the concept is great. It’s not simply make the player go faster, it change the frequencies of the shooting of music notes and make the floor more sliding. Great game ! (i’m just stuck at the level 10 lmao)
Brilliant. Simply brilliant.
Thank you so much ♥
I think the core idea of this is really interesting. The trade-off of less control and health for more speed and jump agility is really clever. However, I feel that it's undermined by design decisions. The controls feel way too slippery, especially at slower speeds. There's a ton or relatively precise platforming in this game, and the slipperiness makes it way more difficult than it needs to be. In fact, going fast almost feels like I have more control because the slipperiness doesn't scale. Also, having sections that require a certain amount of speed/agility/damage seems to work against it, as it takes the choice of the trade-off out of the players hands. This game really needs a "restart level" button. There's no reason I should have to pause and click with my mouse to restart the level. Also, having vertical levels where falling down means needing to jump onto platforms that give mandatory damage is evil. I liked the music, but pretty much every time the beat was dropping, I was either restarting or finishing the level. This is the kind of game that I feel needs a dynamic soundtrack where the instrumentation becomes more complex (and the beat more dropped) with the damage taken. It would also work well with the theme/story.
Thank you for playing and for your feedback! 100% agreed with the dynamic soundtrack & reset button needs. On the controls, it's clear that the game could use slight tweaks, but I'm still convinced that with some level design and level reordering (+ addition of precise control teaching levels), the added difficulty of the current controls could be more interesting than frustrating!
Thanks again for taking the time, it really helps.
I get the whole "the added difficulty of the current controls could be more interesting than frustrating!" My favorite game of the jam so far had a final boss that managed to really frustrate me. These sorts of comments from me are usually more of a "first impressions", and as with all player feedback, should not always be taken at face value. Maybe if I went back to the game I'd find it less frustrating. I still think having the controls even just a little bit more "stiff", especially at the slower speeds, would make the trade-off of taking damage more interesting, but I would have to mess with the game code / editor myself to know for sure.
No but you're totally right: there's some tweaking to be done! I just think it should remain pretty subtle (not completely overhauling the control so they're super sharp and stiff), and the rest should be left to a better learning curve and level design improvements.
Love the music and art! I think hitboxes could be visualized better though, and the player acceleration/deceleration feels really slippery, making many parts of the level pretty unplayable when you’re fast. I like the idea of things getting out of control more and more, but that does not have to mean uncontrollable :)
Good job!