
A unique, challenging, unnecessarily colourful arcade game with randomly generated circular level design and a wall of death.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
terrible gaymeplay and it's even insults you if you lose this is ♥♥♥♥♥♥♥♥
Visually arresting runner platformer where the levels are generated in the center of the screen as you play. There are multiple modes and plenty of challenges. The presentation is really unique and complimented by a really good sound track. Plenty of Steam achievements and leaderboards. While the modes may wear thin fast the challenges will keep your attention. No brainer under a $1.
A solid leaderboard chaser. I always rate games like this based on how long I played in the first session and I played this one for over an hour. I like the themes, especially the names. Seems like a lot of thought went into giving a simple concept flair. Everything is a little over the top, but I dig it. And to the inevitable "this should be a flash/android game" comments and reviews, I highly prefer to buying a game through Steam over playing a game riddled with ads.
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This game is like Tesco-value Trash Pop. Interesting concept of an infinite-runner game with no other depth than chasing high-scores but it's covered with a deliberate visual design which makes it fun. What more can you ask from an arcade game?
A unique test of focus and visual-spatial awareness.
A fun, challenging (but fair) and unique leaderboard chasing runner game with a crisp aesthetic and great soundtrack. https://www.youtube.com/watch?v=Vr5VAho8VX4
Maddening Euphoria is an extremely lazy, low effort minimalist console (Switch) ported mobile app-like endless runner where you run around a circle, jumping over procedurally generated obstacles (the developers were so lazy they didn't even bother doing any level design, that's how bad things are here). This really is a great example of how shamefully lazy, low effort and low quality the amateur "indie" game movement really is. The gameplay here is so poor it rivals Flappy Bird, and the developer of that wasn't even being serious about it. It kind of looks like the developers here were, but I can't see how anyone could look at this kind of lazy trash with a straight face and be proud of themselves. Like, if I was a game developer and this was the best I could come up with, I'd be looking for more shifts at the McDonalds I work at. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The game features extremely lazy, minimalist "art", of the type you normally expect to see in low effort Flash/browser games and mobile apps. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. The game features no proper level design, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level/map design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. Because this is a console game (but looks more like a mobile app), it carries a number of deliberate design deficiencies. Compromises were made to cater to the inferior console gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the console-centric developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for consoles forces upon a game. Once more, console peasants have made gaming worse for everyone. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected in the general public reception. At the time of this review, SteamDB shows the all-time peak player number was only 4 players. That's right, only 4. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from, the overwhelming lack of interest in the game is to be expected. Gamers just didn't take this low quality game seriously, and for good reason. Maddening Euphoria is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend.
Maddening Euphoria, developed and published by Chequered Ink Ltd., is a high-speed, arcade-style platformer that embraces the essence of challenge and repetition. It is one of those deceptively simple games that demand precision, reflex, and patience, blending minimalism with intense gameplay to create something simultaneously punishing and addictive. The premise is straightforward: survive for as long as possible while sprinting around a cylindrical world filled with deadly traps, obstacles, and a relentless wall of doom closing in behind you. The player’s objective is to maintain forward momentum, dodge hazards, and push for higher scores while mastering a set of mechanics that are easy to grasp but difficult to perfect. In this sense, Maddening Euphoria follows the tradition of classic arcade experiences where simplicity and skill are the ultimate test of endurance. The gameplay structure revolves around a single, simple rule—don’t stop moving. The player runs automatically around a looping, cylindrical level that continuously rotates as you move, creating a disorienting sense of motion that keeps your reflexes on edge. The challenge lies in timing your jumps and movements to avoid spikes, pits, and other obstacles while staying ahead of a wall that relentlessly pursues you from behind. This ever-encroaching barrier creates constant pressure, forcing players into a delicate balance between caution and speed. The cylindrical stage design ensures there’s no real “end” to a level, only the hope of lasting a few seconds longer each time. This loop forms the core of Maddening Euphoria’s design philosophy—fail fast, restart instantly, and keep trying until you reach that perfect rhythm. One of the most distinctive elements of Maddening Euphoria is its use of momentum and the “Second Wind” mechanic. As players risk staying dangerously close to the pursuing wall, a special gauge fills up, allowing for a burst of speed that can turn desperation into triumph. Using this mechanic effectively requires a blend of nerve and skill—linger too long and you’ll be consumed, but time it correctly and you’ll surge forward into what the game calls “EUPHORIA” mode. In this state, obstacles fade away and the player experiences a brief moment of freedom and invincibility, rewarding risky play with temporary relief. It’s a satisfying system that turns the game’s relentless pacing into a dance of precision and timing, where each decision carries immediate consequences. The result is a gameplay loop that thrives on tension and exhilaration, constantly urging players to tempt fate for just one more second of survival. Visually, the game embraces a vivid and almost hypnotic style. The cylindrical world is decorated with bold color palettes, shifting backgrounds, and bright geometric designs that give every run a fresh visual flair. With over thirty unique visual themes, the game ensures that each session feels distinct, even though the underlying mechanics remain the same. The visuals can sometimes border on overwhelming, with flashing colors and constantly rotating perspectives that amplify the sense of speed and chaos. However, this sensory overload is intentional—it complements the game’s name and design philosophy, making the act of survival feel euphoric and maddening in equal measure. The soundtrack reinforces this intensity, pairing electronic beats with a pulsing rhythm that drives the pace of the game forward. Together, the visual and audio design create an experience that feels both frantic and immersive, pulling the player into a trance-like state of concentration. Maddening Euphoria also offers a generous amount of variety through its numerous challenges. Beyond the standard endless mode, the game includes over 150 distinct challenges that modify gameplay rules, such as changing gravity, increasing speed, or altering jump mechanics. Each variation tests a different aspect of player skill, ensuring there’s always a new obstacle to overcome or a new goal to chase. While these challenges add replayability, the core appeal remains the pure, arcade-style thrill of seeing how long you can last before inevitable failure. It’s the kind of game designed for short bursts of play but capable of consuming hours through sheer compulsion. The instant restart feature keeps frustration manageable; every time you fail, you’re immediately thrown back into the action, eliminating downtime and maintaining momentum. This fast-paced cycle of trial and error creates the addictive flow state that defines the best arcade experiences. However, the same intensity that makes Maddening Euphoria exciting can also make it exhausting. The combination of cylindrical level design and constantly shifting camera angles can lead to moments of visual confusion, especially when obstacles appear too suddenly for the player to react. Some may find the randomness of level generation frustrating, as it occasionally produces unfair situations that feel based more on luck than skill. The bright visuals, while eye-catching, can become overwhelming during long play sessions, particularly for players sensitive to rapid motion or flashing lights. Additionally, because the gameplay loop remains fundamentally the same throughout, the experience can feel repetitive over time. This isn’t a game meant for marathon sessions; it’s best appreciated in short, high-intensity bursts that allow its energy to stay fresh. Despite its simplicity and occasional rough edges, Maddening Euphoria succeeds in delivering exactly what its title promises—a maddeningly addictive rush of pure arcade exhilaration. Its minimalist design hides surprising depth, rewarding perseverance and mastery with moments of genuine triumph. Every near-miss, every perfect jump, and every split-second escape contributes to a sense of accomplishment that few modern games capture as effectively. It’s not a game that tells a story or builds a world; it’s an experience distilled to its purest mechanical form, where survival is the only narrative that matters. For players who appreciate skill-based challenges, tight controls, and the relentless pursuit of perfection, Maddening Euphoria offers a small but potent dose of adrenaline. Ultimately, Chequered Ink Ltd. has crafted a compact yet compelling platformer that feels timeless in its simplicity. It’s an homage to the arcade classics of the past, reimagined through a modern lens that embraces speed, rhythm, and intensity. While it may not hold mass appeal due to its difficulty and minimalist design, it knows its audience and serves it well. Maddening Euphoria is a game for those who crave precision and repetition, for players who find satisfaction in the constant chase for improvement. It’s a short, sharp burst of kinetic energy—one that, true to its name, will drive you to the edge of frustration before rewarding you with the sweet rush of success. Rating: 6/10
Este juego hace lo imposible. Hacer que el dustep esté guapo. Tomando el relevo de juegos como super hexágono, Maddening Euphoria va de aguantar en un espacio circular mientras te avasallan los obstáculos y te persigue una pared. Fin. Y sin embargo da para mucho. Hay unos cuantos modos e infinidad de paletas, pero la fuerza del juego son los desafíos, que enseñan poco a poco las mecánicas del juego y te exigen, cada vez, un poquito más. Los desafíos son sólidos y exigen cosas razonables. Los primeros 50. Y no están exentos de sus picos de dificultad, especialmente el nivel 38. El resto de desafíos costaron, a lo sumo, 5 intentos. El número 38 me costó 246 intentos. Y el nivel que sigue al 50 es una versión más difícil del 38, que me hizo tirar la toalla, espantado. Aún así, este juego es muy chulo. Y consigue serlo con muy pocos elementos, aunque la banda sonora hace gran parte del trabajo. Vale 1 euro y renta de sobra. Eso sí, no os torturéis. No paséis del nivel 50.
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