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A jam submission

Kre-chan the MoleView game page

Help Kre-chan help the moles in the caverns!
Submitted by hatmajster
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Kre-chan the Mole's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#93.7783.778
Metroidvania#103.8893.889
Overall#203.5833.583
Design#243.3333.333
Presentation#303.3333.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
hatmajster

External assets
Sounds are from opengameart.org

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Comments

Submitted(+1)

Nice game! Reminds me of Croc: Legend of the gobbos, but I doubt you've heard of that esoteric game. Making a 3D game for metroidvania month was a bit of a gamble since most metroidvanias tend to be two dimensional. I think the non-linear paths you can take through the game (whether intentional or not) really make it feel like a metroidvania despite the game's lack of bosses and enemies (there are only bats and bombs).  You might want to fix some of the animations and missing sound effects if you want to release it as a finished game, but with the time given its a pretty darn good game.

Developer

Yeah, animations are broken, but i just decided that they don't break the game so i did not fix that, and focused on other stuff, but it does ruin the effect;)

I actually just wanted to make a proper 3d platformer, and instead of going into the usual collectathon, just aim for metroidvania. So I looked mostly at Rayman 2(the rope/hook), Banjo Kazooie (dialogues, puzzles, models), Kao the Kangaroo and yes, Croc/Croc 2 (for character design). I even have physical pc version of croc 2, though the big box was thrown away;)

I had one more world in my notes, but just would not finish it, so with many ideas scrapped its very bare boned. I really underestimated the effort for even making the 3d map, which is just simple poligons, but then tuning it, and making it correct, texture, etc. all takes time eh. And yeah, i guess making interconnected dungeon like map in 3d will almost instantly make a metroidvania-like game, because its all about exploration and honestly its much better served in 3d than in 2d. Though the 2d don't get people so lost;)

Submitted(+1)

Nice game.

I realy like the rope mechanic.
I didnt finish it yet because i got stuck between a wall and the elevator. I will try to again later.

The movement/colison needs a bit of work and the lava sounds direction feels odd sometime but the rest is great, nice work!

Developer

Hm, the wall and the elevator... Oh yes, I found it: there's a small gap, its possible to fall behind the elevator and get stuck there. Sorry!

By pressing F11 its possible to respawn. Please read the description if you want to play again.

Thanks for playing!

Submitted(+1)

I really like it! ^^ I get there were some cutbacks due to time, but this is really well made! The mechanics work really well, and its intuitive. Your modelling and animations are great, just another month I bet you'd have this looking amazing.

And thanks for adding a kill switch :') I did get stuck just one time. If anyone is wondering, I'm on Opera GX and I had to press Ctrl F11.

I made it to the surface, and I think that was the end? I really like the vibe and if there was a destination to go on the surface I would have kept going :)

Developer(+1)

No;) There's no real destination, Kre-chan just has to inspect the tree. There should be a cutscene fired when you get close to it hopefully, but if not, if would you press LMB it should start it too.

About time... yeah, maybe I would've not want to do that for another month:D, but I really underestimated the efforts just for modeling the levels and drawing textures - it took me 1,5 of a week. Well I'm just slow as I was really just learning along the way, but also will have to come up with some tricks to do it better and especially quicker. And it was not my first time doing some modeling stuff of course.

Thanks for playing! I'll try to finish it before end of the year, I would just like to add few locations there, fix some bugs and flesh things out a bit. And btw, can You tell where and how did you get stuck?

Submitted
Deleted 1 year ago
Submitted(+1)

Fun 3D platformer. Liked the direction the aesthetics were taking, think you could easily elevate it with post-process effects like bloom, vignette, etc. Also, it's nice it had atmosphere sounds, but I think if you could also have music -- this would of added to the polish along with adding to the game's atmosphere. Lastly, the camera controls were clunky, not sure if it was this alone that made the jumping difficult, but they didn't feel right to me. As someone else stated, not having a shadow underneath your character made it hard to judge whether you were over your landing target. So I found I feel short and into the lava often.

Developer

All true probably. I experimented a bit with post processing, but came to conclussion that clean works best. At least during my quick research, because godot is quite lacking in this regard. I would like more to give some effects to the textures, specular maps and so on but well... time. The music and sounds will be there next time hopefully;) Shadow should also be there though honestly you don't have to do that much precision jumping in game, most probably its the bombs that caused you problems. They make the jumpings tricky for the most part, lava is mainly only in the first level, its not a one hit kill and respawn should be close. Though I agree it could be done better and especially shadow is a must.

If you could provide more feedback on camera it would be great, because few people didn't like it, but i have no idea what's wrong. Unless people are simply not used to 3d platformers anymore;) You played with mouse or gamepad? I just think I need to implement speed and invert settings for looking around.

Submitted (1 edit) (+1)

Amazing game! It controls perfectly and that is really impressive considering the game is 3D.  Some more audio feedback could have been nice for the claw swipes and the bomb mechanics definitely gave me some headaches. The biggest critique I can give the game is that it is easy to get lost. I almost didn't make it to the end because I could not figure out where to go, even with the walkthrough

It was still an awesome experience all the way up until the point where I needed to go up the lava waterfall (got lost for so long on that part). The rope mechanic was seriously impressive in how intuitive it was to use, and the n64 aesthetics were on point

Developer

What can I say... true;) Audio will be done next time;)

Submitted(+1)

A cute world with lots of color and character, but I had trouble finishing.

PROS:

  • Nice use of dialog to organically direct me towards the next place I'd need to go.
  • Clear separation of biomes so that it's easy to identify which map I'm in just looking at the walls around me.
  • Interesting use of game events to make significant changes to the game world.

CRITIQUE:

  • 3D platformers greatly benefit from having some form of shadow directly underneath the player to give a point of reference on the ground so that I can tell at any given moment whether or not I've made the next jump or not. I'd personally even recommend setting the default camera position to be slightly further from the character so that it's easier to see both the character and that shadow reference at the same time.
  • There's some severe verticality in the maps for this game. I understand that you're a mole attempting to find your way to the surface, but the drastic verticality often made it difficult to even see possible path options without severely turning my camera upward to look around.
  • I definitely got lost when attempting to investigate the lava waterfall. I looped through each of the maps re-tracing my steps a few times, but ended up giving up before finishing. Probably related to the verticality critique above, but it's always best to try and make the "golden path" that I'm intended to follow blatantly obvious now that I've acquired the proper powerup.
Developer(+1)

Yeah, I knew some place will be hard to figure out, the lack of playtests shows:/ You should grab a ring in a room after the first powerup, before the trapped miner moles. If you get there, you have to open the gates again and You should see this, like in the picture. But its still easy to miss I agree...

The vertically is there because I wanted to do it, but its hard to be done when You have a platforming hero jumping high... So it became an issue I haven't addressed yeah. I don't know if moving camera away even more would work, because then it would get weird in tight corridors. Hm. But in the end You aren't really required to do many steep jumps - outside of maybe mushrooms at the beginning and once in the end. But I know that people will try when they're lost.

And yeah, I messed up about shadows:D I really thought that this game would be a bit more fleshed out, more enemies, more QoL features, but it turned out to be more difficult than I expected...

Submitted(+1)

Had a great time running around, exploring, saving moles, and beating up rocks. I made it to the second area (brown and sandy looking). I started to explore there and got stuck in a pit that I couldn't jump out of it... at that point it was GG for me :/

1. The aesthetics were great and gave a good sense of a big underground mole world.

2. The combat / punching was a bit awkward. Could've used some more audio-visual feedback ... but it was mechanically functional.

3. I wish the timer bombs had a more clear indication of when they were going to blow up. As it stand, you have some 3-4 second timer and just have to guess based on when you walked near it.

4. I want a map! It was very easy to get lost especially with all the same-looking terrain everywhere.

Overall, this was a great entry and a very ambitious one too. A 3D metroid-style platformer is no small task -- congrats!

Developer(+1)

Ah its a shame You got stuck, I was so careful to never allow it... F11 should respawn You btw (see description). I think I found the place, I was lowering the jump height, and didn't test that part again. Bummer eh.

2, 3. Yeah... should be done, sorry. I really underestimated the efford a 3d game requires honestly. Just because there are sometimes easy solutions doesn't mean its quick to be done eh. I will fix that. And You guessed right, its 3 seconds. 2 seconds later another bomb will jump out.

4. Then we have to agree to disagree;) I really don't like maps everywhere, I prefer a solution where all graphics look more distinct. But its harder to pull off so... I've made characters that should point you to a place where you should go/what you should do next. Its not crystal clear though.

If I would've shown you the map, You would realize that the maps are actually 2-4 circles and that's it;) The design is quite simple, though for sure its a bit confusing when watching from inside.

It could be done better for sure of course. Thanks for playing!

Submitted(+1)

Awesome job making a 3D game for the jam!! The art style was super charming and fun to play and explore in.  I especially liked the bouncy mushrooms~ I'm gonna add those to my game later :D  Great work!!

Developer

....waiting for mushrooms...

Submitted(+1)

I’m immensely impressed with this entry. Although the abilities aren’t super interesting, they serve a lot of purpose within the game and are well designed in combination with the map layout. They’re really intuitive and once you experience what the abilities do you get reminded of other parts of the map where you could go and explore. Speaking of, there’s quite a lot to explore even at the start without it being overwhelming, which I believe to be incredible in and of itself. I’d be surprised if anyone can finish this in 10-15 minutes on their first play through.

There are clearly several skips available, which is a lot of fun as it feels like you’re figuring out your own way of traversing through the map. I feel like that’s an essential part of a true metroidvania experience.

The story does feel a bit all over the place atm, however they do serve great purpose, always letting the player know what their next goal is and reminding them what their goal is in case they forgot or are stuck.

The room scene transitions are a bit laggy, but that’s not too much of an issue, seeing you don’t have to load that many scenes. The camera is quite sensitive and ended up hurting my eyes just a little bit after a while of playing.

Directional sound felt a bit off as well.

Also I believe I ended up getting stuck somewhere, and F11 didn’t respawn me unfortunately, so ended up having to quit it early. On MacOS.

Animations are cute.

Overall I had a great time!

Developer

Thanks. Ah sorry that camera was dizzying. My guess is that with apple hardware the mouse just has a lot of DPI and its very fast, and my crappy 5$ mouse is just slower. Note taken: implement settings in the future, allow mouse speed to be adjusted.

Its a shame that another person got stuck -.- F11 should work, but browsers usually think its some command button (dev console or what not). Didn't check that eh. But it should work in following way, at least in chrome: F4 to quit fullscreen, F11 respawn, F4 to go back to fullscreen.

Thanks for playing!