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Original Molegan's Quest was made for Brackeys Game Jam 2023.2: https://keveatscheese.itch.io/molegans-quest-jam-edition

---NOTES---

  • This update to the core game was made separate so people could go back and play the original.
  • There's a strange bug with the web build where the UI panels don't show up. The game is still playable from start to finish, but I recommend the downloadable builds.

---OVERVIEW---

Molagan's Quest is an action-packed grappling platformer. But perhaps there is more below the surface if you dive deeper...

---CONTROLS---

Shoot: LMB

Grapple: Hold RMB

Interact: F

Pause: ESC

---CREDITS---

Concept: Kevin Schlereth III & Kevin Schlereth II

Code: Kevin Schlereth III

Art: Kevin Schlereth III

Soundtrack: Kevin Schlereth III & Ethan Evans

Narrative: Kevin Schlereth II

Updated 4 days ago
StatusReleased
PlatformsWindows, macOS, HTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorKevEatsCheese
GenreAction, Platformer
Made withBosca Ceoil, Unity, Aseprite
Tags2D, grappling-hook, mole, Pixel Art, Singleplayer, Spooky, storygame
Average sessionA few minutes
InputsKeyboard, Mouse

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Molegan's Quest - Mac 36 MB
Molegan's Quest - Windows 43 MB
Molegan's Quest OST 21 MB
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Development log

Comments

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(+1)

The new edition of the signs, new grapple cooldown, and the changed level designs really make it feel almost like a new game! i enjoyed it very much! and am exited for the game still in development haunt!  

thanks :)

(+1)

Played this a bit, and it's amazing to see how much the game has improved (which is really saying something given how good the jam entry is)!

Hopefully I'll have time to play through this the whole way sooner rather than later.

(+1)

Glad ya liked it :)

Finally had the chance to play a bit more of this.

Mechanically/gameplay wise, I think this is the most fun I've had with a platformer since I played Celeste.


I'm a bit stuck with the story at the moment. I got the floppy disk, installed it on the computer with the Whack-A-Keyboard easter egg, only to find that it was not an easter egg and instead a core part of the game (which was mind-blowing, by the way). I decoded the message under controls, and interacted with Molegan, but I don't really know what to do now (something to do with L or "Look"). I'm sure I'll figure it out eventually.

I only have two (minor) suggestions, first it would be nice if the levels had their tag/number displayed in the map, since navigation gets a bit complicated after several levels have been unlocked. Second, I wish the death animation/respawn time was faster. One of this game's biggest strengths, and the reason it's my favourite platformer since Celeste, is how much fun it is to just experiment with the movement set and attempt risky maneuvers for the sake of speed. However, this process inevitably involves substantial amounts of failure, but if respawning was near instant that would make failure fun rather than an annoying gap in gameplay.


And sorry to hear about the whole Unity fiasco. I hope it doesn't affect you too much.

(+1)

The whackamole bit is pretty tricky. The next paragraph is an explanation of how it works so you can avoid it if you'd rather just figure it out yourself.

SPOILER1: When molegan speaks, part of the text will be red. For example, the first time you see him, 'L' will be red. When you press L on the next playthrough of the typing minigame, you'll see Molegan again. After this, whole words start getting highlighted in red. For example: 'END' you must wait til the game tells you to press 'E' but after you hit E as dictated by the game, you can press 'N' and 'D' without those getting highlighted.

SPOILER2: If you have followed the pro-typist path, your quest will be different. In his letter, the typist tells you, if you see that pest, to KILLMOLEGAN, meaning that when you enter a molegan dialogue in whackamole, you're supposed to literally type 'killmolegan.'

SPOILER3: At the end of the pro-mole whackamole playthrough, there is a bossfight where, in the style of the rest of the game, you must type the red message as detailed before. "KILLTHETYPIST"

I'm glad you've enjoyed the game so far! Thank you for the feedback. I probably should've just cut the game over sequence when I made the update but I'm too attached to the death animation... And as for displaying level names in map, that's a great idea.

As for the unity fiasco yeah... That's pretty rough. Makes me sad to see unity just blowing up their reputation ):

What engine do you use?

I don't have an issue with the animation itself (I actually think it's rather nice), just that it could be sped up a bit.

Also I use Godot. I started with Unity a few months ago, but there were just too many issues with the engine for me to do more than follow basic tutorials. Meanwhile, within a week of switching to Godot I was able to submit something for a game jam (it wasn't remotely good, but it was something unique that didn't follow a tutorial).

If you wanted to switch, you could probably try porting Molegan's Quest to Godot, the only thing I'm not sure how to do would be the hyperlinks but I'm certain it's possible.

Just note (and I'm not completely sure about this), the version of Godot that offers C# support can't export to HTML yet. They're working on it and it should be available for 4.2, but in the meantime gdscript is very similar to Python and rather easy to learn.

(+1)

Yeah. I'm still debating whether I'm going to switch. It's hard to imagine the Unity's changes negatively affecting me at the present time but if I do switch, Godot is my top choice. I'm really into 2D development and pixel art right now...