Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Yark!View game page

A stealth adventure featuring a kleptomanic little lizard.
Submitted by KoboldDev (@GameYark) — 2 days, 23 hours before the deadline
Add to collection

Play game

Yark!'s itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I absolutely love the presentation, great UI, sweet color palette on textures, low poly (not that low but you know) models, those text animations, it's marvelous, coherent, you just want to play more and more. Maybe something could be done with lo-res filter as it might muddy the graphics too much and does more harm than good but I don't hate it. I like the introduction with cleaning the room, picking up items and doing some magic. "Q" for picking up isn't natural for me though, I was constantly trying to pick up stuff with "e". Are mouse buttons utilized at all? 

Initial level is very fun, in a place like this I just want to have a lot of things to pick up and plenty of unique looking areas and it's been done very well, if somewhat on the easy side. If I could add two cents, barn could be a nice addition to the level, you have plenty of chests but they're out in the open unguarded. 

I really enjoyed picking up different objects, silver plates, scepters and so on, unique loot adds to the thievery extra spice. I'm not sold on the bag though - you have to bring it with you risking making too much noise, big items can't be placed inside and you have to walk with them all the way to the chest, and you can pick only one smaller thing even though you have two hands. It adds unnecessary layer of micromanagement. In my case I was either dropping bag in a strategic spot and bringing other items to it or sneaking all the way to the chest with goodies. I think it's unnecessarily tedious but I'm guessing you'll want to keep it. At least add option to hold two items at once :P

Bugs - closet in Yark's room has no collision, I can walk into it no problem. Camera doesn't like tight spaces, the far away chest  surrounded with hay was making it spazz out. I couldn't pick some items, the bracelet in the hidden area was out of reach even though I was standing next to the chest. I was caught once when sitting in a barrel, after that the hidden vignette was having an opposite day - visible when in the open, and clear when hiding. 

I found that pesky fairy bothering a toad. Add fairy eating animation too.

Overall, very good! I had a blast even though it was pretty short. Got1.9 stars but only because I couldn't pick all of the items! At least I looted scepter and I think that thing alone is worth more than 100 gold coins. In my headcanon the debt is paid. Looking forward for more!

Developer(+1)

thank you for the feedback! i will use this for future updates~

(you can put any item in the bag, you just need to place the bag on the floor to put big items in it)

Submitted

>(you can put any item in the bag, you just need to place the bag on the floor to put big items in it)

...wat?

(+1)

https://www.twitch.tv/videos/2663483702

To elaborate a bit further on my thoughts on stream - I feel like farm level doesn't do the mechanics justice. It's a bit too open-ended. It might be good for playtesting or just freeroam, but it doesn't really nudge you towards stealth. So I think that's my problem. And the camera. Camera is very uncomfortable.

But I do love the artstyle. Looking forward to more progress!

(1 edit) (+1)

I managed to shove the broom into the wall by trying to interact with it with E, only learned about Q later.

The eat food symbol stays active after I threw the donut away.

The kneeling farmer glitches in standing if you try to murder him with the sickle, then he unglitched.

you can walk very close to him without stealth but I guess AI is still basic. 

I wish you could carry more than one thing at a time.

The vision cone of the patrolling farmer in the white shirt is bugged and doesn't spin with him.

Now I have the "pour" symbol on the E interactions even though I carry a knife. the bug is item agnostic.

I tried every button I could think of and mouse wheel(trying to scroll items or activate an inventory) and I don't want to do loot runs carrying 1 item forever. I guess that's it this time.

 

Dialogue can skip if you spam E to advance it, I learned eventually to just let is play but I don't like the way its implemented. 

I get why the camera is that way but it feels very rigid. the general idea of seperate inputs for carry and use seems good. I like the general game concept and characters are cute.  You should get a nice zoom on the cute boss when she speaks for the furries. The graphics are nice and the designs of characters are good. well done.

Developer (1 edit)

Thanks for the valuable input! I will look into these issues and suggestion and adjust accordingly.


(the sack is used for carrying many items at once, you can put anything you can carry in it)

(+1)

-Hardware mouse over software mouse would be nice. Though I'm playing with controller.

-Please add inverted controls for camera.

-Yip button is oddly fun to mess with.

-Dialogue display is strange, the ... on skipping a portion looks like a 'I got interrupted I will now start from the beginning', or that's what I thought it meant at first [this visual makes more sense for when you walk away in the middle of conversation]. Also, this could really use a display speed slider, since you don't use a confirm to continue it can either be too fast or too slow for players to follow.

-If you spam the sweep button it won't clean the dirty spots. I think because it's restarting the animation before it finishes.

-Camera clips into walls quite easily.

-Would be nice to have soundwave indicators for how loud my kobold is, like a ring shows up on the floor when yipping and with running showing the attract radius, etc. Perhaps the information makes it too easy? But you also show the enemy cone of vision so I think it tracks to make this information known.

-Make text display on side of screen if speaker is out of sight? Not sure how important it is that I see what the villagers were saying.

-I grabbed the curiously kobold sized scythe and attacked the first farmer from behind. I didn't really expect to be able to spam attack him, and I managed to knock him into standing atop the stump with the decanter. He eventually unstuck himself but I just took the decanter and put it into the chest(I can't say it was obvious, I accidentally spoiled by reading a comment before playing). I decided to let him chase me for a bit then get away, he did this weird thing where he started kneeling doing the weeding animation, then he started sliding back to his initial position.

-Wish I could press 'cancel' on the pause menu to close it instead of having to press continue.

-With the sack of holding, when you pick up coins they go into the sack. I would prefer if they instead went to the bank like usual. Maybe there's a reason you wouldn't want the coins to go into your bank though?

-If you drop the sack it can sometimes intersect with you, causing physics shenanigans like being pulled along by the bag without moving.

-Feels satisfying to dump a sack and have all the treasure sucked up. Wish they had some value per treasure though, just counting up a number in the top right makes the harder to get treasures feel meh.

-Touching thorns causing damage is fine, though my money and held item becoming unreachable by falling into the bramble itself feels more annoying than deserved. Also the Ram beyond that vine still has a purple collision box visible.

-A gold ring is inaccessible within its chest. Bruh. Tried jumping on it, checking all sides, etc. it was never even highlighted.


-The decorative gaps in the fences are too wide sometimes, my kobold looks like she could walk though them.

-Large items can't go into the sack, so you have to take them one by one back to the chest. This feels too annoying, especially when the route is easy it's just time wasting and not fun. And if you had difficulty, it would be a drag. May help if there's multiple drop off points per level, so you don't have to go back to the start every time.

-I got the pumpkin and ended up with 2.5 stars? It's hard to tell because only one star has a white outline, but I assume I got most of the treasure at 21 points, so it must be at least 2, and the 3rd star has a strange segmentation I guess for finding optional treasure? Whatever.

-The silver coin the room respawned. Infinite money glitch.

-When I interact with the bed I can still 'walk' while in the sleeping animation, lol. That while showing the 'we are working on the bugs' blurb is a good joke if intentional.

-Why can't I go back and repeat the same quest? Bit odd to prevent players from replaying the demo without resetting their saves.

In a lot of ways charming but also broken. Keep up the good work.

Developer(+1)

Thank you for the lengthy valuable input, i will use this to fix and adjust accordingly. 

(big items can go in the sack you just need to put it down before you do)

Submitted(+1)

this game oozes charm. very solid for the most part. i played on a controller and would like to request an option to invert camera-controls though. also i had to talk to lady-lizard 3 times because i thought she was done, but apparently she wasn't as i had to wait for her permission to leave. 

there was also a bug where one of the farmers went  to chase. when he went back to his place he did so using his weeding animation. very funny but probably not intended

Developer(+1)

thank you for the feedback! 

Glad you had little issues, i will look into the ones present!

Submitted

Very charming look, I like it a lot.

It took me a minute to realize that you're supposed to bring loot back to the mimic, but it's a boring to backtrack for individual pieces of loot that you have to hold with both hands like the silver pitcher. There's an exploit where you can move the sack by running into it which lets you carry more loot around and it's faster.
Trying to get specific items is a pain especially from a pile but also like singular coins have a very narrow angle from which you can grab them.
I also thought the camera was annoying, specifically it's hard to read what the farmers are saying because they are so much taller.


This guy got stuck there making his talking noises over and over. It got unstuck when I walked close.
After the goat got me once it broke and couldn't aggro to me anymore. 
There's a ring in the goat's chest that I can move but can't pickup. 
I wonder what the little toad next to the goat is for, looks like it would trigger an eater egg if brought something. 

Cool game overall I want to play more of it. 

Developer

You can put anything in the sack and as much as you want, i can make it so it's not movable by running it.

thank you for playing though, i will look into the issues!

i love how the game looks, but after getting caught and hiding in a barrel i was unable to get out. I tried holding E, i tried pressing every button i could think of, but nothing worked
in the tutorial, the text lines go away very fast, which can make it easy to miss them
space bar to crouch genuinely feels somewhat weird. i realize that this game does not need jumping, but it's not a very intuitive keybind for people used to this kind of games
q to pick up items? it really feels like a game build with a controller in mind, which translates poorly to a keyboard
i would honestly make this tutorial level even easier, especially considering that by this point people are really not used yet to the controls and mechanics. there's a lot of stuff going on and a lot of farmers to avoid

Developer (2 edits) (+1)

Thanks for the video, clearly shows me the sign intreractable is hijacking the barrel input, i will adjust. 

Q and E for me feel natural and as interact buttons,i'm not sure where else i could place them on the keyboard, i will also put in on the mouse buttons.