Ragga-Dagga (Beta Testing)
really early prototype phase (give feedback as soon as you play this plz!)
---CONTROLS---
WASD : Movement
Right Click: Shoot
Left Click: Attack
R: Reset
F4: Fullscreen
Download
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Click download now to get access to the following files:
Ragga-Dagga (Linux).zip 140 MB
Ragga-Dagga (Mac).zip 118 MB
Ragga-Dagga.zip 93 MB
Development log
- Ragga-Dagga Beta Test Update 0.1May 29, 2025
- Ragga-Dagga Beta Test ReleaseMay 27, 2025








Comments
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Game looks and plays great! One small issue i found was some enemies getting stuck on pots and crates, looking forward to the full release!
love this game, feels great to play/
issues i noticed: when clicking "quit to desktop" on the web version, it just freezes. maybe make this option greyed out on the web edition since there's no real point.
buying items feels a little pointless when you lose them on death.
on one run my final floor was just a blue room and then the ending
Great game so far! The animation, music, sfx, vfx, were all so crisp.
With all the being said, during the tutorial, I got a little bit confused on the area right before the boss. I didn't we had to hit the lever to open the door. For awhile, I didn't know it was a lever, I thought it was something that was used to hold fire (that could've just been me being slow lol).
The loading times when going to the shop and different scenes were a bit slow. I will say, I was playing on the browser so that could be why. I know playing the downloadable is MUCH better lol (also a game dev).
Overall, good job on the game! I see you posting it a lot in the O & Co Games discord server. Keep it up!
Amazing game; needs a little more testing, I didn't know that I had to defeat all enemies to progress and this might just be me but I found blocking to be kinda pointless when you can already dash through enemies. the game sadly doesn't run very well on web and like others have said the environments do look simallar. But the gameplay is great the feel is Amazing, the music is awesome, and the art is SO smooth.
Okayyy after reading what other people already told you, to not repeat feedback basically ;-;. I can say that the items in the middle of a run you don't really know what they do? A small description or similar would be nice. Plus, I had to touch my keyboard randomly to actually be able to use the actives, which u know, weird. Finally, I do think you will probably add this on the future, but for what I've played you can have two passives and 3 usables? Or thats what I believe. A little more of randomness on what you can carry would be nice (even if its just like nuclear throne and are passives after killing x enemies; I just think all runs are going to end up looking really similar if you can carry only that).
However, the animations/sprites are super coollll, the game already has "the sauce" and its in an early state, congrats for that. Combat is really nice too :D
I just tested the game and here's my opinion:
-Positive points: I really like the combat in the game in general, the animations are stylish, the enemies each have a specific pattern, and the character's attacks are fun to use. I also like the scenery, although it could be more varied, with the addition of water or other elements to distinguish each room. The fact that there are hidden rooms in certain places is a real plus.
Negative points: I don't know if this is already planned, but I think it would be more interesting to obtain items during the run rather than at the shop at the beginning, as this would make each one more unique. The second problem I had was the fact that you have to defeat all the enemies to move on to the next room. which doesn't add anything interesting, and having to replay the level backwards to defeat an enemy you forgot is annoying. Instead, you could put doors that don't open until you've defeated the enemies in certain places (like a gauntlet), or give rewards when you defeat enemies.
All in all, it's a really fun game and I can't wait to see future updates!
Love itttttt (I do think the spikes sprite should be more than one, looks kinda odd that all are the same when a lot are together)
really enjoyed the combat mostly looking forward to full release
Thank you for playing! I really appreciate it brotha!
No problem
This is pretty rad i likey :)
It really reminds me of Tboi, which is great cuz it's one of my favorite rougelikes. There's a few performance issues when loading new areas, but i may chalk that up to my hardware. I will say, most runs feel really similar, without enough to distinguish themselves, especially with the repetitive nature of some rooms. a few UI things (like the skill notches with the old guy) are a little hard to see at times as well
good game tho i have it wishlisted
I really liked it
I absolutely adore the artwork. It reminds me of newgrounds games I used to play! The combat is wonderful! It feels amazing to attack things and dash. The throw was my favorite move.
Two problems:
The volume sliders are too extreme on the low end. At 60% the game is completely silent. I would have the sliders go from 5.0db to -20.0db and have the game mute when set to -20.0db
The second problem is after I killed the boss the projectile the boss shot hit me. Luckily I had health to spare, but if I was one-shot it wouldn't have been fun haha.
Great work! Can't wait to see the full game!
Great job so far!
This game is really great! The menu UI veels very polished, i like the save file menu with ragga (is that their name?) falling down a pit. This is probably a problem on my end, because with my browser many itch games do not load, but when i enter the "adventure" thingy the game freezes on a black screen. The combat is very satisfying and juicy, great job on the gamefeel in that regard. Dying feels very unsatisfying right now cause it kind of freezes the game for a second, but i understand you havent implemented it yet.
I just encountered a weird bug, where if you dash into one of the pits along the bridge, it respawns you on the bridge but the player keeps moving sideways, as if there's a wind pushing them. this only resets by depleting all 3 health and respawning.
First impressions are really good. Only turning in four directions feels a bit off to me I think at least 8 would be good but that's also a personal preference thing. It doesnt feel great that when you walk into crates and stuff they just disappear, I think you should make it so the player has to actually hit them for them to go away. Combat is really simple but feels really satisfying especially with how expressive the tutorial enemies were, deflecting projectiles also just feels really good. The whole thing just oozescharm too, this might sound weird but i really like the menus. The way he writes on the parchment when you change settings is really cute and having the eyes follow your cursor in the pause menu is a great touch. Obviously this is still super early but you've got the bones of something awesome here and I'm super excited to see where it goes.
its pretty good
She ragga on my dagga till I .zip
beat the tutorial and, i gotta say, it was really fun. the environment was fun to destroy and the boss was actually pretty challenging, although the shout attack is super easy to counter by walking up and swinging repeatedly.
the enemies did seem like they had a bit too much health, and the camera could be zoomed out a bit more, but those are just my preferences.
I did encounter 1 bug, sometimes the sword wouldn't swing in the direction of my mouse, but rather the last direction it was swung. other than that, the game looks great and i love the aesthetic & art :)
played only a tiny bit, buuuut
hit impact could use some partcles, screenshake, freezeframe, or all at once
dagger throw feels awkward. Either it does too little damage or the range is too tiny, especially in a room with 3 bow enemies where you are first required to use it. Other than that, the game feels good
yeah
hell yeah