Yerlik by gord10ahmet

Yerlik is a game with new, different mechanics and a twist at the end. We used Anatolian themed motifs, music and mythological creatures.
"I know you suffer. I will be your guardian angel during your quest. Collect all the keys and go deeper and deeper."
Your purpose is to reach the bottom of a dungeon with 7 levels, while your guardian angel guides you through your journey. Some of the mechanics you'll see in the game:
- Nazars which tempt the protagonist, pulling him to an instant death when he touches them.
- Foods (specifically, dürüms) that work as an HP power-up, but with a cost that you should discover by yourself in the game.

Credits
Programming: Ahmet Kamil Keleş
2D Art: Egesu Arpacı, Sercan Uysal
Music: Cemre Uyanık

Cheat: F1 passes the level
| Link | https://aslangames.itch.io/yerlik |
| Link | https://aslangames.itch.io/yerlik |
| Original URL | https://ldjam.com/events/ludum-dare/48/yerlik |
Ratings
| Overall | 886th | 3.529⭐ | 37🧑⚖️ |
| Fun | 884th | 3.371⭐ | 37🧑⚖️ |
| Innovation | 792th | 3.314⭐ | 37🧑⚖️ |
| Theme | 916th | 3.643⭐ | 37🧑⚖️ |
| Graphics | 419th | 4.1⭐ | 37🧑⚖️ |
| Audio | 234th | 3.929⭐ | 37🧑⚖️ |
| Mood | 461th | 3.845⭐ | 31🧑⚖️ |
| Given | 48🗳️ | 49🗨️ |
It is also good to see a game with an ending in game jam, and I especially like the ending.
@ansh-mishra I have just updated the game. Now the door doesn't block us.
Every level has a unique gameplay mechanic and I find it as a player a blessing but as a game designer can I ask a question, "how dare you :D" Just use the same mechanic in three levels to extend the game time. Please take it as a joke :)
Turkish mythology is always an interest of me. Kams-Erlik-Alkarisi-Nazar, both of them have very deep lore and waiting to be expressed by us. You rocked hard handling with this lore and including these into a jam game.
The only minor thing that bothers me getting stuck between walls and mobs. And also eating food really slows me down, maybe a little bit of balancing will help the game flow a lot.
I enjoyed a lot! Great work as always, Ahmet!
The graphics are also very nice.
Good game !
I definitely found it best to avoid the food, and when my evil clone was fighting me they made the fatal mistake of nabbing all of it, which slowed them down so much that the fight was basically free. Anyway, such a cool game! Great job.
https://www.youtube.com/watch?v=kAQ0odowKTg
Graphics are great! I especially liked the main character. The music is also spot-on for the atmosphere. Gameplay is fine. Controls feel alright and well-polished, and there is more than enough variety to keep the player's interest throughout the experience.
Seems like it's easy to "cheat" your way out of the consequences of overeating. If you just save eating till you're done with the level (the doors are open, the monsters dead and so on), you can eat all the burritos. You will grow and slow down, but it won't matter, as you are reset back to normal at the start of the next level.
Really nice job on the game!
1 - Mechanics, Learning and Flow:
The main mechanic is based on collecting keys to advance to the next stage. At each stage new mechanics elements are added, adding to the challenge.
Learning how to move is simple, the challenge is to become better at controlling the character depending on each challenge. It took me a while to understand how the element of attraction worked (which is in certain stages), this was what took me the longest, but I noticed that there are very clear clues about it before departure (the clues worked well, and the "attempt and error "on top of each mechanic also allowed learning.
In terms of game flow, there are certain challenges initially with the emergence of new challenges, however there is plenty of space to balance/polish the last two challenges (in post-event time, since with Ludum Dare 48 you have achieved an excellent result) .
In the stage where there is fire/magma it would be interesting to reduce the collision box a little or to clarify a little better about the fire reaching even the character being levitating (the first time I tried it I found it a little strange, but nothing much, enemies also levitate and I didn’t think it was bad they were hurt
2 - Graphics, Audio and Narrative:
I found all the graphics very interesting, although I do not believe that the obscure background matched well with the simplest arts for collectibles (in terms of polishment (after event) I would bet on hating everything in a single visual style, for highlighting the elements better could put a yellow outline around them, as is done with items that can be interacted with in games like Diablo (at least the old ones, which I played the most)).
The audio was very nice (in terms of music), I would like to see a little more in terms of SFX, but it was excellent for the time of the event.
The narrative is very interesting, with a representation beyond the reality of inner conflicts of the main character (congratulations).
3 - Culture:
The game talks directly to situations of anxiety, while also making use of references to games to escape rooms after fulfilling certain conditions. I believe that the game could be further expanded using these concepts (and others from Psychology) by shifting the focus from the main character to those who serve people. It would only be a little strange to control a new character at each stage, with different problems. Still thinking about how problematic this could be, or if the solution would be to have a game franchise (all with a similar focus).
4 - Monetization:
In addition to the possibility of making polishment to sell the game as a support or clarification tool, I suppose it can be sold at a low price in stores like itch.io. There is some potential in the case of formatting and expansion (from there it would be a great expansion, with an entire universe being created) so that the persongle would go through several different traumas and challenges and only then would reveal the final treatment plot; so I think it could be sold on Steam to an audience that expects more gameplay time. Anyway, it is worth investigating better what kind of game exists for this niche market and where players find information, and then work on advertising and test whether the game has potential for sale.