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Miskatonic Brain Drain

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Successful Mistakes 5 Points

A good date! We're very proud. Still a bad idea.

Speed Dating 10 Points

Get a speedrun time under 3 minutes!

Pick Up Artist 25 Points

Beat the Dev's Time! You suave one you.

Author Comments

Are you ready to waste 2 minutes of your life on a slightly obnoxious platformer come dating sim come 2-week challenge to throw as many easter eggs into a single game as possible?

Special thanks to THE BOYS for skinning our lovely eldritch date.

Voice clips wonderfully provided by "anonymous dude".

Please let me know if you run into any bugs and I'll try my best to help.

If you're bored and not in speedrun mode you can hit P to skip to the boss then the end.

v1.01: Fixed respawning, hopefully fixed platform generation, other minor bugs.

Rebalanced the game to be less absolutely hostile.

v1.02: Tied sanity effects and spawn rate to harder variables, gave the player invincibility frames, prevented repeats on sanity effects or platform generation (except the very start, but s'fine). Some other minor tech stuff. Oh, made the window absolutely massive.

v1.03: Speedrun mode, choose a partner, alt control schemes, and medals. If the API doesn't blow up in my face. My fragile, fragile face. Oh how it bleeds.

v1.04: Last boss attack finally implemented, GUI and telegraph changes, some checks to avoid losing medals if you earned them.

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Honestly, the Aesthetic, soundtrack, tone, and simple but compelling game-play really overshadow any flaws this has. I loved how it become less confusing with time, and lovecraft theming is my jam. Combining that with genuinely good design for the 4 dates, ranging from actually really cute to genuinely terrifying, and this easilly is one of my favorite games I've played of late.

Very interesting game! Reminds me of a fumblecore game where the point of the game is that it is intentionally confusing to understand which gels perfectly with the eldritch insanity angle. It was a bit annoying that I couldn't really figure out what was going on, what with the HUD being whatever the heck it was, but I feel like that's kind of the point and I did make it to the end eventually by remembering the punch button, so it works? Haha.

Outside of the intentionally confusing bits which I was fine with, some of the jumping mechanics where a little clunky and could get you stuck in platforms, as well as getting stuck in some death loops by respawning in a bad position. Other than that, very cool experience!

You the man now dawg! I liked the theme and story and art it all went together really well and made the confusion of the gameplay seem to make sense and match especially tied together by the BSOD screen which is a great way to trick the player into fucking up which key they want to press. at first hitting q and a for slide and the answers to questions was really fucking me up and the BSOD fucks you up more but its good to have someting like that really confuse you. I have to say I understand why people are confused as fuck but I found it fun even though I did have to play a long ass time to beat it the first time, I wish the timer was on in retrospect because I feel like it took me thirty minutes as not knowing what hitting what things / getting hit does to the meter means, going down to 20% and then almost all the way back up which is emphasized by some instances of double spawn death, glitch into the side of a platform while sliding and one or two times i even slide moved and got stuck outside of the screen on the left side probably bolstered out by a paltform or something? the weird thing is the necronomicon theme made me feel like the more glitches there were the better, the BSOD being slightly meta atleast to the extent of the players computer made me feel like the confusion was supposed to be there.

I think the confusion definitely got fucking aggravating when I started wanting to hit the 3 minute medal and was confused what did what. I eventually had to focus and realize I couldnt punch the heart bubbles and for awhile I thought I had to run into the skull bubbles and the heart bubbles. I think the first thing after realizing how to beat the game that sped my play up a lot was using the slide like a tech maneuver by jumping and sliding over onto the long platform constantly where I knew I had space and using that to speed up as far as I could but I still couldnt hit even 5 minutes so I kept playing and playing. getting like 3 and a half minutes and then getting an 8 or 9 minute run after that is so fucking annoying!! lmfao. eventually I could do them all under 5 minutes and I found out the jump slide tech where you jump and slide at the same time so that you get thrown in the air at around a 45 degree angle diagonally, perfect for some tight spots you encounter in the platform pattern and this was necessary to learn and something i didnt figure out for awhile.

I got a 3 minute run but because I had selected one of the girls specifically I think it didn't give me the medal at first. I could have actually just fucked up and not turned speed mode on for all I know but I think the timer was there so this might be a real thing, hard to say when you played it like 50 fuckin times. Eventually getting down to 2 minute area times was exciting but i realized i had something wrong and i found out you have to punch the skull word bubbles, touch the heart ones, and i also realized i had to stop spammin the diagonal slide invincible tech because it was slower than just going straight up, even though thats riskier. this was a pretty cool game and the mixture of the questions and platforming hectic chaos was really really cerebral and hooked me in and got me to passionately play it for a while. Would love to see something like this expanded and be made even more confusing and have more questions that you have to really focus more on to answer or something like that, like maybe a math question or history mode or some ridiculous and evilly insanely punishing shit like that.

Anyways all that being said, its too confusing to be developed into something that you would sell like on the steam marketplace as is but I think it would be easy to add some things to the tutorial that outline the details of what is happening during the gameplay,and you would probably have to make the controlsand movement feel prettier and smoother so any random person would immediately feel like oh this is fun i get it even though i like the way this all chaotically matches the theme. also kinda curious what the original form of this was before people started reviewing and some changes were made. sick game, probably a really good team because there seemed to be a lot of chemistry with the final product

Maprower responds:

You are absolutely the man now, dawg.
Probably know more about the intricacies of the controls than I do.

As for what the original game looked like, it wasn't that different - most post-launch support was just around trying to make thing a little less obtuse. For example, if I was going back to Brain Drain at this stage I'd have added some telegraphing to the skull/heart bubbles to indicate that you're meant to punch one of them and pick up the other, like so many unattended pieces of gum stuck to the back of people's heads. All mine now. My empire.

Character controller could have used a bunch more work too, honestly, that's been a thorn in my side since day one. But have to move on at some stage, onto my ever-increasingly pile of failed prototypes.

You earned those medals of triumph, though, dawg. Absolute boss.

That was some good ball slappin. XD

LOVE the art and concept but stuck with the controls. Still, an amazing feel.

Credits & Info

3.24 / 5.00

Mar 9, 2020
8:31 PM EDT
  • Photoshop
  • FL Studio
  • Godot Engine