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A jam submission

Yark SurvivorsView game page

Survive against hoards of rats, slimes and skeletons to gather loot!
Submitted by KoboldDev (@GameYark) — 2 days, 20 hours before the deadline
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Yark Survivors's itch.io page

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Comments

I'm glad everyone seems to like the music!

Submitted(+2)

The music is the real start of the show. Great, great stuff, I'm so in love with it!

Yeah, as others have stated - it's quite simple, but the music ties it nicely, especially the song progression. The upgrades seem a bit underwhelming, some are good, some are trash (like the regen one). I like the fact that you're preventing the player from inifinitely kiting and spawn the shooter enemies.

And I got filtered by the boss. Great stuff, please keep it up!

thanks

(+1)

I had fun, but it's simple. If the powerups could interact with each other it would have a lot more staying power. Also, the start is a bit boring since you only have one weapon, the sword, to attack with so you have to constantly back up slowly for a minute+ each restart. It doesn't that the enemies take 3 hits to kill.

Not sure how much you'll work on it since it's a side project, but it has potential. So keep up the good work.

Submitted(+1)

I managed to survive until enemies started repeating. It would be cool if more units had attack animations instead of their mere physical contact being enough to hurt the player, like Kobolds are allergic to the fur of certain animals or something. Perhaps some of them are, but that's besides the point.

On the topic of balance, I think the shield is really strong so I just kept stacking them. Gameplay feels like herding sheep after a while.

Submitted (1 edit) (+1)

Charming models and art.  I'll be sure to check out your main game next time you submit to DD. Curious about the lore of your game.

Now for some critiques:

Wish the sword had just a little more range at the start.

I think you should consider turning off collisions on enemies or nerfing the frequency of how often they damage when touching the player. Once you get surrounded you barely have any time to react as the player gets ping ponged and killed.

Jumping feels too floaty and pointless. You also can't jump during hitstun so it's not very useful for escaping out of the above scenario.

Not sure if it's a bug but if the player touches the death looking guy during the intro it triggers the game over animation and kills you instantly. It's pretty funny but doesn't seem very fair to first time players.

Developer(+1)

Thanks for playing!

Collision stuff is getting worked on and likely collision will be turned off, sword attack is also getting a buff with more range.

The void cube lad does indeed kill when you get the close, this does not happen on your very run however, only from the 2nd onward.

Submitted(+1)

https://www.twitch.tv/videos/2138805276

Hmm, another Survivorslike... the only ones I played are from this DD, so I am probably bad at it.

The presentation of yours I liked a lot, the graphics style and enemies and how the music starts - enjoyable.

In terms of gameplay: I didn't really get that "OK, let's do another run, what if I get <this> combination of powerups now..." feeling. It felt like there are only about 5 different powerups, and none of them have notable interaction with each other. Also I picked 2 or 3 different powerups hoping to get health regen, but neither gave me any - neither gave any discernable effect at all. For the weapon pickups, it was also more of a guessing game, what they would do, but at least I did not feel like I got any bad surprises there.

I thought that for the bombshell enemies it would be really fun if they did Friendly Fire damage.

Died in my last run trying to finally open the chest. I thought I had killed the Key enemy, but nearing the chest it still showed the "striked-through key icon" and I thought, have I picked it up or not, or what? and got confused and lost my last health points. Well, I would've liked to know what is in that chest, but I haven't enough motivation to go agane now.

Submitted(+1)

i feel like the beginning is too harsh. maybe the initial enemies should die in two hits instead of three?

also, reaching the first levels requires too much exp, and it's hard to get any when you don't have any upgrade unlocked

unlike other genres, i feel like survivors clones are enjoyed by the kind of people who want a more leisurely, casual experience

Submitted(+1)

The game have nice and cute models, and the music is fine, but, there's some aspect that really me annoy me as a player and the first one is that enemies are walls and each collision with them melt the life bar, for example: if I'm scaping from a few enemies but get surrounded by two enemies, I start bouncing between them like pinball, and destroy the health bar. Health regeneration is really low an not worth a level point, because is so low that is negligible. If I spend my levels on health then I have no skills do deal damage and get surrounded again.

Speaking of skills, not having a description and no dmg text pop ups when hitting enemies make me unsure if I really upgrade my skills or not.

About the performance of your game, it's pushing too far the CPU, look at this:

34%  of my CPU just in the Title Screen, and around 44% and 50% when playing. If I have to guess, this is probably caused because your not limiting the framerate of your game. I faced something like this in my first game when I made Fiend Heart. Another thing that make me think is the framerate, is that the CPU is at High usage while the GPU is fine, which means the CPU have a bottleneck, because is trying to deliver as many frame as it can. So you should check that.

In conclusion, I think in order to improve the gameplay you should:

- Remove th e enemy collision with the player, just make the enemies deal damage to the player. If you don't want to remove the collision, at least give  the player some invincibility time for him to react.

- Add pop up damage text when the player's skill hit the enemies.

- Add text description to the skill in the power up selection screen, the player need the information before making a choice, the icons for the buttons are fine.

- Buff the health regeneration skill, it's very weak.

The game have potential, the models are fine and the music too, so I will keep looking forward to your progress in the future.

Developer(+1)

Thank you, this is super valuable information.

Gameplay wise everything you're suggesting is likely already on the list to happen.

I will look into the cpu bottleneck,  i knew there was something eating up performance but i coudn't find out what, i will look into the information your provided, thanks a bunch!

Submitted

Alright I'll consider this beating the game, I don't think I can die anymore.  It seems the longer you play the fewer the enemies spawn. So if you play long enough there are barely any regular mob spawns. See video. It might be because some of them spawn out of bounds and get stuck, I did see some stand around outside the walls. Often games like this will teleport enemies near you if you get too far away from them.

When I stopped playing:


Few spawns:

Submitted (1 edit) (+1)

Ok I lied I kept it running in the background a bit while I was trying to get my game to build. It seems like the spawnrate did pick up a bit after a while, but I could stand AFK and still kill everything:

Generally I think the game needs more spectacle, too slow buildup and most of the skills are pretty dull. So more of everything basically. Most skills are too lowrange to be really useful. Way too easy to get stuck between enemies and beaten to death (if jump is on cooldown) which just isn't fun, a knockback on enemies on getting hit or getting a bit of free movement after getting hit would alleviate it. Skill upgrades are too incremental, you barely feel the difference one upgrade makes. Skills need a lot of balancing, really all you need is speed, lightning, and shield. Which are all too good compared to the other skills, kiting enemies with some movement speed is way too easy. There should be (more?) handcrafted wave spawns and not just spawn in one enemy at a time in a random position around you. If you have too many different kinds of skills they don't show up in the list:


I can't really comment on the performance though because I had a lot of stuff running in the background. Got a strange bug eventually, where the skill upgrade screen wouldn't go away:

Which did make me die eventually actually, probably to some boss getting stuck on a chest and shooting me to death. Although I couldn't see anything. 

Developer

Thank you for trying it out! Don't forget this is was an april fools joke game and does not have the amount of time put into it as my main project (and likely never will)

Aside you have valid points, most of which are going to be addressed, thank you again for putting the time and effort into stress testing, valuable info has been noted down.

Submitted

You should absolutely focus on the main project. Could be fun if this was something you could play inside that game in some capacity.

(+1)

It is good to put these soulful models to good use.

The progression is a bit slow and the game takes a bit too long to ramp up. Too much of the game is just getting lightning or dark bolts early on. The starting sword swing appears to operate based on an instantaneous hitbox that does not match the animation, and makes this worse.

I like the easter egg game over if you run up to the villain.

The power ups could use some description so you can make an informed decision. I got a bunch of health and regen ones that seemingly do nothing.

It seems if you die without getting any points your game over screen will think you have the score from your previous session

The music does not loop smoothly.

Time bombs could stand out better against the terrain

I can't tell how the chest mechanic works. Sometimes it says no key and sometimes it slowly unlocks. I never saw where I got any key from.

I got to 1402 until I was absolutely swarmed by flaming skeletons. I'm guessing that's where the content ends, because the game felt like it was breaking. Overall this is an OK stopgap but I obviously think the main game is fundamentally more interesting. Are you going to have this in there as a minigame or something?

Developer(+2)

Thank you for playing!

Very good pointers here i'l make note of them!

descriptions for skills are the most requested and will definitely be added

When a boss chest spawns a random enemy gets a key and killing that enemy will net you the key.

The music does not loop, it's 2 tracks playing after one another

This was an april fools joke game that wanted a bit of love an attention, this will not be a minigame in the mane game as i already have dungeon delving minigame that will act very different!

Submitted(+1)

Seems like a charming game. Is the jump really that powerful that it needs a 10 second cooldown? I also got confused at the shadow guy outright killing you if you get too close, it happened on the second run and I thought it was bugged at first. Also getting stuck between the piggus is nasty they just sort of stunlock you hard, if only my jump didn't have a 10 second cooldown. Some text for the abilities would be great, what do I get, what does it mean, what will I get if I pick an upgrade over a new ability?

Developer

>Is the jump really that powerful

An ability that allows you to ignore all the damage for a short while is indeed powerful and should be used to get out situations that would cause death, you generally want to stay away from enemies and try not got get surrounded.


All abilities have upgrades and information for each skill is on the list to be added!

(+1)

Played many runs. Video: 

It is an interesting concept for a survivor game. The game has charming graphics and characters and It is more difficult than other survivors games I have played. I like that the jump key helps escape hairy situations. I enjoy survivors games and had a fun time with this one.

The enemies have a combo of abilities that make them very annoying to deal with. First they block your path, so if you are surrounded you take a large chunk of damage until you get free or just outright die. They also predict where you are going to move, making them hard to manouver around, forcing the player to be overcautious.  Otherwise you can bump on the same enemy twice in a fraction of a second. They push you back when taking damage, resulting in unpredicatable situation to react to resulting in getting hit multiple times. And since most of the skills are almost melee, these situations will happen during gameplay a lot.

The upgrades need text. Sometimes it is clear what they do, but other times not (I'm not sure if the blade was a regular attack upgrade or if it was cooldown updgrade). Upgrades to the same skill feel like they do very little, with the only exception being the the shield upgrade.

I got damaged while having the shield. I'm not sure how, this is what caused me to lose my run.

If the player starts a jump with no horizontal momentum, the jump will have no horizontal momentum, jumping in place. Some air control would be welcome.

Health regen felt like it did nothing.

I'm not sure what the chest contained.

Like the others said, my cpu was melting while playing.

It is a fun game, I hope you will be able to develope it further.

Developer(+1)

valid points!

the enemies with "smart" movement are getting deleted.

The shield will block one instance of damage but the immunity window for taking damage again is lower, making it higher felt like the game was too easy

Text for skills is the most requested and that will definitely happen!

Most skills have get reduced cooldowns (aside from the main attack, which gets attack speed and aoe)
The upgrades generally minor due the limited selection of skills available at this moment, so it's easier to get 10 or more upgrades into a single skill, making them already very powerful, it is advised to focus on a few select ones and not a large array of different ones.

very good suggestion on the jump, i will add full air control during the jump.

Health regen is indeed weak atm.

The chest (when opened) gives you a free level, an extra re-roll for skills and bunch of points.


Optimisation is on the way! 

Thank you for playing~

Submitted(+1)

Great little game. Nothing else to say except that the menus don’t have controller support even though the game itself does.

It works on Linux, but like Yärk proper you have to add it to Steam as a non-Steam game for proton to work properly.

Developer

that's odd, the menus should have controller support, working as intended on my generic xbox controller. will look into this

Submitted(+1)
  • The art, music, sfx are all solid.
  • There were instances were if I was moving away from an enemy, my character would swing but it would miss due to the movement already occurring.
  • Why are there two button like icons during gameplay? I feel like they're clickable but there's no mouse cursor.
  • Upgrades need some kind of text explaining them. The icons are intuitive enough but it would be helpful.
  • The ice bolt ability kept flying over enemies to some random spot with no one nearby. Seemed utterly useless.
  • Not sure if it was intended, but I accidentally ended a run right at the start by walking into the shadow dude.

Solid start, can't wait to see how you plan on differentiating from all the other VS-likes.

Developer

  • Why are there two button like icons during gameplay? I feel like they're clickable but there's no mouse cursor.

More like indicators, one has the jump cooldown timer and the other opens up to show your skills with tab

  • Upgrades need some kind of text explaining them. The icons are intuitive enough but it would be helpful.

most people request this, will add it

  • The ice bolt ability kept flying over enemies to some random spot with no one nearby. Seemed utterly useless.

It targets a random enemy and lodges itself into their models, sometimes if enemies move away or they are smaller it can miss. Better against larger groups or bosses!

  • Not sure if it was intended, but I accidentally ended a run right at the start by walking into the shadow dude

He doesn't like to be bothered really

Submitted

Hold up, you can jump? That's probably another feedback item right there lol.

(+1)

I'm not the best at these kinds of games (only got to the slimes...) but I still had a bunch of fun! The presentation is pretty good, you've got a nice UI that doesn't beat around the bush and the attacks each have really nice looking effects that don't take up 90% of the screen like most other survivor-games fall prey to. I'm not sure how deep you wanna go with this since I assume you're still hard at work on Yark but with a little tweaking you could have a pretty solid side-hustle with this! That being said, here's some things that need spicing up:

-Please put descriptions on abilities. Sure, the pictures are descriptive enough but those first few playthroughs I was pretty confused on how to spec.

-Make the upgrades feel more impactful. I chose fire 5 times in one run and it never felt any bigger or stronger. It made getting to the slime section really difficult.

-Are there supposed to be keys in the game? The chest wouldn't open without one but I never managed to see one (maybe a skill issue on my part)

-If you walk into Monsieur Void at the start he just snatches you and the game ends. Ruined my first run in seconds.

-Please have mercy on my CPU :(

-Maybe another error on my end but I could only select upgrades/abilities using the mouse despite playing on keyboard. Not an end of world kind of deal just annoying.

-The music is awesome! Not a complaint, just had nowhere else to put this.

Developer(+1)

Thank you for the feedback!
"-If you walk into Monsieur Void at the start he just snatches you and the game ends. Ruined my first run in seconds" 

This is quite the intended result! Don't bother him too much.

"-Please have mercy on my CPU :("

 i am definitely trying!

"-Are there supposed to be keys in the game? The chest wouldn't open without one but I never managed to see one (maybe a skill issue on my part)"

A key will spawn on an enemy, you just have to grab it!


I will definitely make note of the other points too! This isn't going to be a super big game.

Submitted(+1)


i challenge anyone here to dethrone me. otherwise i am THE yark survivor

onto feedback, chronologically:

the white trail effect doesnt really follow the sword swing - it happens about .5 after you swing. makes it slightly hard to gauge which part of the attack does the damage, but it's the lowest tier attack so it doesnt matter all that much

the game is smashing my pc. 50% CPU and 50% mem usage according to task manager. something is up since a game like this shouldnt really tax my pc that much. my fans are spinning about as hard as when i play total warhammer

the music is great and silly. the folk music at the start into I CANT TAKE IT AYNMOREWAAAAAAAA always makes me smike

the sounds are a bit weak. the starter pig sound is basically the same as the yark's hurt sound, and the skeleton death sound is much louder than the rest. i think for a game like this it's important for all the sounds to be distinct and PUNCHY.

the "Regen" skill is very weak. even on level 4 i can't tell how long it takes to heal. i only ever saw the heal in action twice, otherwise donuts carried me

the crystal that brings all the other crystals to you is incredibly satisfying.

since you already have a skills tab, why not show a timer on them? it would help me at least understand how often the regeneration triggers. you already basically have this with the jump skill anyway

no jump skill upgrades?

can't press escape while in menu to return to the game

and lastly, since the bottom left portrait is of a 3d model, why not go all the way and animate it. even something silly like having a camera on the player character's face would be fun - it would have the portrait wobble in real time as the character jumps or attacks. 

great stuff. keep it up.

Developer(+1)

Great feedback! The most pressing concern is perhaps the performance, it's quit difficult to gauge this with my current setup but i have been meaning to acquire 1 or 2 extra setups of varying power to test stuff on.