
FunkPunk : Boogie's Rash
A downloadable FunkPunk for Windows
Itched by a crazy rhythm, slip into the lair of music and regain your freedom!
A mix of the “rhythm” and “stealth” genres that gives stealth games a fresh look.
About the game :
Narration : Jett Rush, an unhinged street artist, is going through a difficult time: they are unable to stop dancing. But then, they sees gangsters with boombox rock up right across their street : Could that be the reason behind their Dancing Plague? Rushing over to understand something out of that, they meets the incredible and handsome Scraffi, a sassy spray can. Together they're going to uncover what is itching the whole town to dance.
Average playtime : 30 minutes.
Genre : This stealth game is adding a rythm dynamic to it by using a regular BPM system on each 4 levels.
Gameplay : Embody Jett Rush as a 3rd person controller and drive them through the levels by moving and tagging with the south button of your controller on every beat. Press on the rhythm to crush the score and own all the levels' achievements!
Languages : Available in english and french.
Software : Joystick (any joystick, arcade stick too), on PC.
The Frogoonz team is happy to have worked on that 7-8 month project and is going to upgrade it further. Follow us to stay tuned.
The Frogoonz team :
- 3D Artists :
Amélie Dallest
Arnaud Scotto Di Vettimo
Gabin Guillot
- 2D Artists :
Angelo Lamouroux
Lisa Moyen
- Tech Art :
- Dev :
Thanks a lot for your reading, it would be a great pleasure and help for us if you could play the game and write us a comment.
Status | Released |
Platforms | Windows |
Authors | LISAA (Bordeaux), Dialme, Sususup4rnova, Miitz |
Genre | Rhythm |
Made with | Unity, 3ds Max |
Tags | 3D, Comics, hip-hop, infiltration, Music, Short, Singleplayer, Textures, Unity |
Average session | About a half-hour |
Languages | English, French |
Inputs | Xbox controller, Joystick, Playstation controller |
Accessibility | Subtitles, Interactive tutorial, One button |
Comments
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Really cool game!
The halftone color shading, level introduction comics, 3D assets, and how everything bounces to the beat all look awesome, great job on that! The music made me bop my head as well.
Introducing levels with a camera that moves along the path I have to take was also a great idea, and I never felt lost in the larger levels because of it. I also enjoyed the can-kicking stun mechanic that not only made me think about *to* where I am going, but *from* where as well. The writing felt kind of trippy and very abstract, but still enjoyable nonetheless.
Now, if you're looking for ways to improve the game further, here are a few pain points I had:
- Rhythm games like this really need a sound latency calibration menu, since everyone's sound setup is different. Because of my sound latency, I had to rely more on the UI indicators than the actual beat.
- I skipped the first speaker in the second level - The one that I think is supposed to teach the stun mechanic. Just ran past the guard. Maybe make it so the level design forces the player to use it?
- That binaural mosquito-tone in one of the level introduction comics... I really did want to read the text, but that sound made it unbearable.
- The two-phase final boss was cool, but while I could dodge the beam in the first phase, it felt like the second phase could spot me no matter when I tried to sneak past. I only beat it thanks to the sight-blocking boxes.