- Release Year: 2017
- Platforms: Nintendo Switch, Windows
- Publisher: Chequered Ink Ltd.
- Developer: Chequered Ink Ltd.
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Arcade, Platform, Timed input
- Average Score: 73/100

Description
Maddening Euphoria is a challenging arcade-action game where players control siblings Mason and Millicent Zane as they flee a relentless wall of death through procedurally generated circular mazes. Set against psychedelic visuals, the game combines obstacle-dodging gameplay with speed-boost mechanics, themed poetry narrations, and over 150 difficulty-varying challenges, though its disorienting art style and blind jumps draw mixed reactions from critics.
Gameplay Videos
Where to Buy Maddening Euphoria
PC
Maddening Euphoria Guides & Walkthroughs
Maddening Euphoria Reviews & Reception
steambase.io (85/100): Maddening Euphoria has earned a Player Score of 85 / 100. This score is calculated from 13 total reviews which give it a rating of Positive.
store.steampowered.com (83/100): All Reviews: Positive (83% of 12)
indiegamerchick.com : I ultimately enjoyed this game.
mobygames.com (51/100): Average score: 51% (based on 2 ratings)
Maddening Euphoria: Review
Introduction
In an era dominated by AAA blockbusters and live-service juggernauts, Maddening Euphoria (2017) emerges as a defiantly idiosyncratic experiment in minimalist arcade chaos. Developed by UK-based solo dev Allison James under her studio Chequered Ink, this hyperkinetic runner-platformer hybrid channels the spirit of masocore classics like Super Hexagon and The Impossible Game while carving its own identity through a disorienting cylindrical perspective and procedurally generated sadism. This review argues that despite its rough edges and divisive visual language, Maddening Euphoria delivers a potent distillation of arcade purity—a game whose very flaws amplify its thesis about the addictive torment of chasing perfection within entropy.
Development History & Context
Studio Origins & Vision
Chequered Ink, primarily Alison James’ one-woman operation, built Maddening Euphoria as the culmination of earlier prototypes in her “Maddening” series. Engineered in GameMaker Studio, the project grew from James’ fascination with perpetual-motion gameplay loops and British absurdist humor. Her design manifesto centered on creating “the flashiest, fleshiest Maddening to date”—a manifesto reflected in the game’s neon-drenched aesthetic and relentless difficulty.
Technological Constraints
Targeting lightweight hardware compatibility, Maddening Euphoria deliberately embraced retro-grade specs: 128MB GPU, 512MB RAM, and DX9 support. This austerity allowed seamless portability from Windows (2017) to Nintendo Switch (2019), though critics noted the Switch version’s performance hiccups during “Euphoria Mode” speed bursts.
2017’s Indie Landscape
Arriving amid the indie boom fueled by Celeste and Dead Cells, Maddening Euphoria stood out for rejecting narrative depth and metroidvania sprawl. Instead, it doubled down on arcade-era immediacy—a design gamble that polarized players accustomed to progressive difficulty curves. Its sub-$1 price point (frequently discounted to $0.49) positioned it as an impulse-buy curio rather than a premium experience.
Narrative & Thematic Deep Dive
Thematic Core: Running from Existential Dread
The game’s thin narrative veneer follows siblings Mason and Millicent Zane fleeing an “inescapable wall of death”—a metaphor for confronting life’s anxieties. Each run begins with poetic vignettes (36 themes total) that blend dark whimsy with British self-deprecation. One theme, “Free Lions,” mocks suburban ennui: “Pikeys on the slide / Tesco meals for wounded pride.” These vignettes frame failure as inevitable, with 51 unlockable taunts (“Try breathing next time”) reinforcing the game’s fatalistic humor.
Characterization Through Mechanics
Mason and Millicent lack traditional backstories; their identities emerge through movement. Millicent’s marginally higher jump (discovered via community testing) subtly suggests their dynamic. The real “characters” are the systems: the pursuing Wall of Death embodies inexorable time, while the gold-fedora-clad “Euphoria” state represents fleeting transcendence—a temporary immunity to spikes earned by collecting E-U-P-H-O-R-I-A letters mid-run.
Subtext: The Madness of Repetition
Beneath the psychedelic assault lies a meditation on Sisyphean struggle. Procedural generation ensures no two runs are identical, yet all end identically: death. The game weaponizes this futility, weaponizing British cynicism (“Shine on, you diamonds… oh, you died”) to parody self-help platitudes. Even the “Euphoria” state—a momentary reprieve—accelerates time, hastening demise.
Gameplay Mechanics & Systems
Core Loop: Cylindrical Survival
Players navigate a rotating cylindrical plane, dodging pits, spikes, and goo pools that reduce speed. The rightward-scrolling Wall of Death demands constant forward motion, while a “Second Wind” meter fills when hugging the wall, granting temporary speed boosts. Strategic risk-reward emerges: linger too close for Second Wind, and you risk instant death; lag behind, and the wall consumes you.
Innovations & Flaws
- Procedural Generation: Levels assemble from modular chunks, creating unpredictable gauntlets. Critics like Indie Gamer Chick noted this leads to “blind jumps” and unavoidable deaths when platforms spawn off-screen—a flaw exacerbated by the cylindrical perspective obscuring upcoming terrain.
- Euphoria Mechanic: Collecting eight letters triggers Euphoria Mode—spikes vanish, speed ramps up, and leaderboard multipliers soar. This system smartly rewards mastery but suffers from control imprecision at hyper-speeds.
- Challenge System: 155+ challenges (e.g., “Survive 60s in Free Lions theme”) feel undercooked due to shared procedural generation. Why tackle arbitrary tasks when high-score chasing offers richer dopamine hits?
UI/UX: Clarity vs. Chaos
The HUD prioritizes leaderboards and timer, but critical information—like theme-specific high scores—is buried. No tutorial explains mechanics, leaving players to decipher systems through trial-and-error deaths. Switch port issues, like blocked video capture, further frustrated content creators.
World-Building, Art & Sound
Visual Design: Aesthetic Overload
Maddening Euphoria channels Lumines‘ pulsating minimalism but with a crucial difference: its cylindrical format warps sprites into migraine-inducing spirals. Themes range from “Lunar Midnight” (cool blues and pixel-art astronauts) to “Shag” (garish pinks and ironic poetry about romance). While thematically clever, the visuals frequently obscure hazards—critics lambasted “Delusions of Grandeur” for blending spike traps into gold-tinged backgrounds.
Soundscape: Frenetic Ambiance
The synth-heavy OST mirrors the gameplay’s escalating tension, with staccato beats syncing to the Wall of Death’s advance. Death sounds—a cacophony of glass shatters and cartoon splats—punish failure audibly. Absent, however, is adaptive audio; the soundtrack doesn’t dynamically shift during Euphoria Mode, missing a key immersion opportunity.
Atmosphere: Oppressive Euphoria
The game’s genius lies in blending panic with dark humor. A serene “Game Over” screen—displaying absurdist poetry like “Bristol’s too busy burning / To question why you keep turning”—contrasts brutally with the preceding chaos. This tonal whiplash epitomizes the game’s thesis: life’s struggles are both harrowing and laughably futile.
Reception & Legacy
Critical Divide
Launch reviews split sharply:
– Positive: Indie Gamer Chick praised its “potently addictive ‘just one more round’ quality,” ranking it #134/304 on her leaderboard. Steam users (83% positive) lauded its value-for-money and risk-taking.
– Negative: Critics panned “inelegant” procedural generation (eShopper Reviews: 42/100) and visual clutter (Switchaboo: 60/100). MobyGames’ 51% aggregate score reflected these polarized stances.
Commercial Impact
Despite modest sales, its cult following spurred ports and sequels. 2020’s Euphoria: Supreme Mechanics expanded the formula with hand-crafted levels—a tacit admission of the original’s RNG flaws.
Industry Influence
Maddening Euphoria’s legacy lies in proving ultra-niche indie experiments can thrive via micro-pricing and thematic audacity. Its cylindrical design inspired later titles like Spinch (2020), while its British humor paved the way for self-aware indies like Disc Room (2020).
Conclusion
Maddening Euphoria is a game of frustrating brilliance—a flawed gem that epitomizes indie gaming’s risk-taking spirit. Its cylindrical platforming and procedural cruelty won’t appeal to all, but for masochists craving purity of challenge, it delivers a uniquely British cocktail of panic and poetry. While eclipsed by Chequered Ink’s later refinements, the original remains vital as a case study in minimalism, dark humor, and the art of making failure feel euphoric. In the pantheon of arcade revivalists, Maddening Euphoria earns its place as a cult footnote: maddening by design, euphoric in fleeting triumph.