Yakshini Lokam (demo)
Welcome to Yakshini Lokam — the puzzle-strategy adventure where you play as a family of four, working together to escape a magical kingdom. Playable on Game Boy and Game Boy Color, Analogue Pocket and more!
This early demo showcases the aesthetics and some of the gameplay mechanics. However, we are still in development and are improving things all the time.
Combining ancient Indian board game mechanics with 8-bit retro gaming goodness, Yakshini Lokam is a whimsical ride through a world of fantasy.
(Game Boy DMG users please note that this game has not yet been optimised for DMG, so certain sections will run more slowly than on GBC or modern hardware)
Supported by Screen Australia
KEYBOARD CONTROLS
Arrow keys / 'D-pad'
Z key / 'A button'
X key / 'B button'
PRESS FOR YAKSHINI LOKAM
GamesHub
Press Start Australia
Checkpoint Gaming
CREDITS
Art, Design and Programming: Orlando Mee
Music: Tim Whitt
Sound effects: GBFX by Tronimal, Action SFX by Beatscribe
Plugins: Top-Down Followers by Shin, Obstacle Detector by Tomo, gud_gbs_plugins by Mike Leisz
This game was developed on the traditional lands of the Nharangga and Kaurna people.
Updated | 18 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Orlando64 |
Genre | Adventure, Puzzle, Strategy |
Tags | indian, Retro, Tactical, Turn-based, Turn-based Strategy |
Development log
- Improved randomness68 days ago
Comments
Log in with itch.io to leave a comment.
Absolutely lovely! Graphics is amazing.
Thanks very much! Also I enjoyed your game Cold Nights!
Yay, glad to hear. Thank you. I'm just starting your demo :)
I saw this while scrolling around in the GB Studio discord and the Yali screenshot immediately caught my eye. The spritework for this is really cool in general; the dragonflies were another neat touch. I did kind of wish that the characters had animation and directional sprites, though.
I really liked the challenge at the end of the demo! Everything leading up to it...that felt a lot slower and duller, unfortunately. The first time I got a naga coin I was intrigued, but once it became clear there wasn't anything to do with collectibles except sell them, they--and exploration as a whole--became a lot less interesting. At that point I feel like it'd have been better to either cut out the middleman and just drop rupees directly, or state up-front that items will be more useful in the future but don't have any use in this demo except to be sold. And aside from picking those up, there just wasn't a whole lot to do or interact with.
(Speaking of which, I wish there was more interact-with-the-scenery text in places like the shop! Onions are auspicious, you say? Even knowing that he was just being a salesman, it still made me want to go interact with them and see if there was more dialog. Same for the groceries on the shelves, and so on.)
I'm definitely curious to see how this shapes up when there's more challenges and meatier exploration available!
Hey, thanks so much for playing! I appreciate your feedback and I fully agree.
What's become clear since making this demo is that the real gameplay (and the real fun) happens in the Challenges. So I'm working on ways to introduce them much earlier and with more frequency, making them the core method of progression rather than Overworld fetch-and-sell quests.
I love that you wanted to investigate the onions 😄 that tells me a lot about player expectations and what people are drawn to. I think it would be great to flesh out some further interactability there.
Thanks again!
Eyyy, put together a vid of things from SAGE when I got home that day, Yakshini Lokam pops up a couple minutes into it. Will nab the demo and record a vid while playin' that too sometime. Rad lookin' stuff.
Eyyy fantastic! Was great to meet you, hope you enjoy this slightly expanded demo!
I've just uploaded a new build with improved RNG, so I would recommend giving that a go!