Welcome to my first demo of Greenwalker.

You take the reigns of a child raised by the mystical race of the faerie on a quest to bury a memento of his destroyed home.

Impeding his journey are the "Fissures:" crevices and blights in the land harboring corrupted beast.

Granted the mantle of the "Greenwalker," your hero holds the power to channel natural energies where he stands. The tiles you land on determine the nature of spells you can cast.

Seal the fissures with your enchanting strength, slay the monsters with your spells, and put to rest this young hero's tragic past.


[Expected DEMO Playtime] : ~10 minutes
[Current Stages] : 14

[Controls] :

  • [Arrow Buttons] Move
  • [Z] Toggle Spell {Press Arrow Button after toggled on to cast a spell in that direction}
  • [R] Restart Stage
  • [ESC] Pause
  • [SPACE] Select {Menu}/Place Seed

[Expected Platforms] : Windows
[Expected Updates] : +50 Stages {+30 practical}, More puzzle elements, in-game narration to explain the story, custom music {self-composed if I can learn how to make music}

Download

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Click download now to get access to the following files:

Greenwalker[DEMO].zip 93 MB

Comments

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(+1)

The puzzle mechanics seemed pretty polished, but I wished that the enemies where a little more interactive. I feel bad killing them when they just chilling, but if I at least died when I touched them I would feel less troubled. Enemies that moved around or fired projectiles would be a nice addition as well. Not sure if this was meant to be implemented later or not.

Otherwise great start and excited to see the later stages!

(+1)

Cool demo, I like it! The artstyle was very clean and the animations were nice but didn't detract from the play experience. The puzzles were a little easy, but you did a good job of showcasing all the mechanics of the game. I would've liked to see the mechanics of pushing blocks and shooting enemies overlap and work together more. Rarely did I encounter a situation where I wanted to push a block into a pit, but that would block my line of sight to an enemy, so I had to think up another solution. I think the greatest weaknesses of your puzzles right now is that the solutions are too straightforward, I never had to stop and think, "Oh crap, that doesn't work. How do I solve this then?". I usually just took the only movements I could take, and then the puzzle was already 50% solved. I'm not an expert at puzzle design so take my advice with a grain of salt, but I think it would be good to obfuscate the solution of the puzzles a bit more by creating more routes for error so the player really has to look ahead and figure out how they want to try and solve the puzzle before moving forward.

Overall, good demo!