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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
I think it's a pretty great idea that you have a kind of control over the "out-of-control-meter", it changes everything to all the over games I've played where the characters has just chaotic movements ! Nice game :)
I really liked this game ! It's so juicy :O
And GG for making all the art in 48h ! the game looks very good :)
While I wasn't able to make much progress in this game, I had a lot of fun with it! The damage/speed up madness gauge mechanic was very smart, and really pushed the game out of control! Good job.
This game is definitely within my achilles heel area but I loved it. I couldn't control him well enough at all but I defnitely see the appeal. Super polished and well done, I am not good enough to offer critique here mostly just praise. :D
very fun, and cool concept for a game! love the idea of taking damage in the form and losing control and chaos being added to the mix. great job!
That was unique, hilarious and clean in execution. Thank you for such an easy to enjoy experience (until I got max madness that is...!)
Fun platformer that has a unique take on the theme. It gets pretty difficult but thats part of the fun and why it fits the theme so well. I'm surprised this game isn't called fungheon with the amount of mushrooms though :')
Cool concept, Really fun to play (Until level 12 lol, stop midair at max madness 5 time in a row is a bit too much ).
I like how you need to get hit to get to some higher place. and at high gauge it really fit the out of control theme
I really liked the fact that you have to sometimes increase your madness to complete the levels! well done :) Also amazing art style
Very fun game, pretty challenging at times, but I like that kinda thing so no complaints here XD I do quite like the central mechanic a lot, having the charges increase your options while making them harder to execute
Great game really love it :)
Awesome game man. Very good level design and execution of concept.
I just rated your great game! Thank you very much for watching the stream!
And thank you for playing it!!
The infamous Level 12!
Really enjoyed this! And it was great to have y'all hang out and watch my play thru (plus a bunch of other games)!
Watching you was so much fun! Thanks again, really. And congratulations on being one of the few warriors who made it to the end!
This game's concept and art style look really good! Needing to balance speed and jumping power without going too overboard is a neat idea.
Although I will say that for this sort of concept to work the platforming controls absolutely needs to be pinpoint because of how fast and slippery you can potentially be. In some parts of the game I personally found that I was too slippery at intended rage levels and it resulted in frustration from me.
If you can fine tune that issue though I can see a lot of potential for this game!
I loved the really good artstyle and soundtrack!
I played this game in this video here (23:57):
Watching you play was actually interesting, really sorry we had you rage so much :(
The game actually does have mid-air course control. Air movement works just like grounded movement, albiet a bit slower. The only thing you've no control over is your vertical speed, this one is constant according to your current madness level.
I think our core problem was more about difficulty curve and teaching the player detailed mechanics and control over their character, rather than sheer character controller issues. Not saying there aren't some of these too though!
I've made a full run here: https://www.youtube.com/watch?v=5Zq7fqZPZV8
Thank you for playing though, and thank you for your honest feedback!
oh wow you actually replied! thanks so much i appreciate it!
yeah i know you apologized a lot for the game's intense difficulty, but i did try real hard to beat it. i spent more time playing this game than any other in the game jam so far.
Below is a video of an extended playthrough i did of Dubgeon. i know i rage a lot, and you guys really did put a lot of good work into the game. so i hope you understand that the things i say in the heat of the moment dont necessarily mean i think this game is worthless. i honestly do think you guys did a real good job, especially for a game jam game. i might even play the post-jam version.
anyway heres the video. i hope its just as useful as the previous one:
Wow, thank YOU for playing it for so long. And thanks again for your feedback, it really helps.
Love the idea. You need to take damage to go faster, but too much will kill you. Music is nice too:)
This was awesome! great job on everything really, liked the dynamic of the game a lot! good job!
Rated, loved this game! Really enjoyed the rage mechanic and how it's not necessarily about reaching max speed, but rather just finding the sweet spot of speed to get through the level. The collision detection was weird at times but not bad enough to ruin the experience. Overall great idea and great excecution!