CLICK HERE to be taken to our itch.io page with the downloads for Win, Mac, and Linux versions of the Prologue.
This is an update of the demo released in February. There are a few key differences:
- Added two, short gameplay segments
- Reworked illustrations
- Additional sprites
- New GUI
- Extras menu, including a music and CG gallery
- Re-scored musical tracks
- Further editing and some re-written scenes
- Thrash Metal
The length of the prologue is about 1/12th of a regular Walkerman episode. It is now comparable to the commercial episodes, however there will be some differences. Specifically the character sprites during battle sequences will be redone.
If you want to back Walkerman but do not have a Kickstarter account, there is a Paypal option on our main website: here
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Walkerman is an Adventure Game/Visual Novel about hunting supernatural creatures.The game is planned for five episodic releases on Windows, Mac, and Linux. It will be available (tentatively) through Steam, Itch.io, and Humble Bundle. DRM-free versions will be available. Walkerman may feature themes and imagery unsuitable for small children, including those of a violent, disturbing, or sexual nature.
- Branching story with multiple endings
- Five episodic releases
- Five instances of abstract, description-based puzzle solving with multiple solutions (each about as long as the prologue chapter itself, unlike the mini-encounters within the prologue).
- Five additional instances of mini-puzzles
- An extensive soundtrack featuring new tracks every episode
- Fully colored CG's and character sprites with multiple poses
- An extras menu featuring a CG gallery and music room
Jorgen, a nineteen-year-old boy from the countryside, has just embarked upon a certain career in the city-state of Midgard. As a walkerman (sometimes called a 'poucher'), he will tour the streets and alleyways at night, combating the supernatural beings that emerge when the sun goes down. In order to survive Midgard's dire nights, Jorgen will need to think on his feet. His battles with the supernatural revolve around abstract problem solving and attention-to-detail, not fancy swordplay. But between Midgard's perilous politics and shady personalities, he'll soon discover that the night isn't the only thing to be wary of.
Each act of Walkerman revolves around a single foe, and the process of investigating it. Unlike most heroes, walkermen do not stand a chance against their enemies in toe-to-toe combat. In order to defeat these creatures, walkermen must exploit their one weakness: their 'rules'.
Every enemy obeys a unique set of rules, for example: not being able to step over salt, or having to stay ten paces away from wax. The chief objective of a walkerman is to trap these creatures by manipulating their rules, thereby winning an easy opportunity to score a deathblow. Early in the game, the creatures Jorgen encounters will be quite simple, with easily distinguishable rules. As the game progresses however, the enemies get more complex. Jorgen can spend up to two in-game weeks investigating a single enemy. Most rules revolve around the usage of items, which Jorgen collects over the course of his investigations.
Items that were destroyed, or only usable once, will be removed from the inventory after battle. However, as the player progresses through Walkerman they will keep many of the items they acquired for previous opponents. Some items may come in handy during later confrontations. Connecting the dots between a clue and an item that was acquired earlier will make successive encounters less harrowing.
Musical tracks for Walkerman are preformed by the talented Walker Peterson.
And here is the theme song from the Prologue's ending:
Walkerman has been in production for three years. Over those years, the Visual Novel and gameplay segments have been written, revised, revised, and revised again. The script is completely written (outside of some combat tree branches). Before launching this Kickstarter, I completed as much of Walkerman as possible on my own. It now requires art assets such as character sprites, backgrounds, and illustrations to turn it into a finished product. Many of the required art assets have already been commissioned over the past three years, out-of-pocket. I am now turning to crowdfunding to expedite the process of completing the game.
Originally, I had planned to crowfund the game then spend another year in production for the full release. After some deliberation, I have decided that Walkerman will work better in episodic releases. This will lessen the pressure of the initial crowdfunding phase, and players will get to see the content that they paid for sooner. Walkerman will lend itself well to episodic content, given that each act revolves around the process of hunting a monster, and climaxes with a battle sequence.
The estimated release date for Act 1 is November 2015. After Act 1, we will immediately begin developing Act 2, and so on. The development time for Act 1 will include producing most of the backgrounds and character sprites that will be used throughout the rest of the game. This means we will be able to churn out the successive acts faster, as artists can focus on their illustrations.
Boxed copies of the game will be packed and shipped after the last act launches. Before that time, Grand Edition backers will be surveyed for which physical reward they would like to receive, I.E: posters, dakimakuras, prints, etc.
All of this Kickstarter's funds are going into the acquisition of actual, in-game assets. I do not require any part of these funds for living wages, as I am capable of supporting myself without Walkerman sales. Many of the assets have already been commissioned over the years, specifically the backgrounds, easing the crowdfunding pressure substantially.
At 15,000, Walkerman will be significantly expanded with additional sprites, backgrounds, and illustrations. This stretch goal includes background edits for weather and bystanders, weapon poses for some characters, and many, many additional CGs for scenes that would otherwise be acted out with sprites. At this stage of funding, Walkerman will accurately reflect its initial vision.
Stretch goals of 20,000+ to be revealed...
PLEDGE ADD-ONS BREAKDOWN
For backers that were looking to add one of the additional rewards to their pledge, here is the add-on breakdown. This is mostly for early bird backers that want extra rewards, but do not want to give up their discount.
Digital Soundtrack - $8
Physical Soundtrack - $13
36" Posters - $10
Posters 4-Pack - $30
Digital Art and Lore Book - $8
Physical Art and Lore Book- $30
If you are a Grand Edition backer the physical Art and Lore Book will be included in your kit, do not purchase the Art and Lore Book if you already have the Grand Edition. Special Edition backers will receive the digital version. Backers selecting additional pledges will be surveyed after the Kickstarter's completion date for their rewards. And please keep in mind that these are mock-up images, and subject to change.
Lastly, we'll be teaming it up with http://kickingitforward.org and should Walkerman be successfully funded, expect to see even more awesome projects.
Risks and challenges
While setbacks may delay the initial release of Act 1 past November 2015, I do not foresee any developments that might cancel the project. The game is already 80% complete on the design/writing aspects, all that's left is to create and plug-in the assets. Everyone is paid by commission, so should a team member leave, we can easily hire another freelancer to pick up where they left off.Learn about accountability on Kickstarter
- (30 days)