Dubgeon
Hello fellow gamer, and welcome to the Dubgeon!
The Dubgeon's fungi inhabitants have taken it upon themselves to drive you mad with their agitated tunes. Use this to your advantage to get back to your happy place, but make sure you don't get too turned up!
This project has been developed in 48h for the GMTK Jam 2020, under the theme "Out of Control". There's a lot we'd have loved to add to the game, but we're very excited to get your feedback!
How to play
We recommend you play with a controller if you own one, it seems like precise movement control is easier to execute this way. Otherwise, here are the keyboard controls:
Move horizontally with A and D;
Jump with Spacebar;
You can control your horizontal movement mid-air;
Getting in contact with mushroom music with increase your Madness gauge, making your actions faster and more responsive. You want to avoid going completely crazy though...
If you're having trouble getting through some levels
You can always watch this quick playthrough of the game:
https://www.youtube.com/watch?v=5Zq7fqZPZV8
It might give you some ideas about mid-air control, ideal Madness state to complete the level or other hints:
We sincerely hope you'll have fun!
Théo & Achille
Status | Released |
Platforms | HTML5, Windows |
Authors | everdice, RashPanda |
Genre | Platformer |
Made with | Adobe Photoshop, Unity |
Tags | 2D, Fantasy, Fast-Paced, Game Maker's Toolkit Jam, Music, Pixel Art, Singleplayer |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Xbox controller |
Download
Click download now to get access to the following files:
Comments
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Really liking style, music, and idea of it :3
I personally wouldn't reset the music when levels restarts though, to not break the flow.
I didn't like the precision style levels, would have preferred more sonic style free running
a bit too slippery in my opinion. this game demands precision but is too slippery to allow it
In precision-focused levels, the intention was to make the game grow harder and more chaotic as you'd take hits (as in, the game would get slippery if you'd take more hits than required), but I do think we could have balanced that way better!