Play as Walter. One of the search and rescuers of the universe. 

Your mission is to traverse difficult terrain on foreign planets and cross voids in space to reach the victims in less than 72 hours. Shall you fail to get there in time, the victim has a 5-10% chance of surviving on your arrival.

Will you take the challenge to save lives or do you crumble under the burden of the lives lost in your hands?


Controls

That's the idea. We didn't get there timewise and as of now, it looks like that some of us plan to continue the project. For most of the team, this was their first Game Jam. They learned to use Git, honed their skills and can take pride in everything the team has achieved together in these 10 short days. 


Keyboard bindings

WASD    Directional controls     |     J    Pause / Reset     |     K    Select

The Soundtrack

The Original Soundtrack for Walter:

Walter OST


The Team

SerAviProgramming
KosmidSound design / Music Composition
KingDreadzzEnvironment & Level Design
⛧FluffyW3irdo⛧Character Art & Generalist
NepherTheLessProject Manager


Version 1.1 Update:

Thank you to everyone who played and rated our game during GameBoy Jam 11! We have incorporated some of your feedback and the game now has the following new features:

  • Movement is now faster and ground friction was greatly reduced.
  • Wall jumping is no longer unlimited but resets on collisions instead.
  • You can now superjump if you time your jump right.
  • Minor bug fixes and stability improvements.


Special Thanks to

DoctorM64 for the GameBoy Template.

Seanba for the SuperTiled2Unity Asset.

Download

Download
Walter.zip 18 MB

Comments

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should be arrow keys and zx  for controls really ....

Arrow keys and x/c are alternative controls that are in the game.

could you tell me how to access the menu to change the key setup then please ? ive tried but i cant find any way to do it !

I know when I’ve played/tested it was implemented by default so you’re saying it’s not already available to you?

they didnt work the last time i tried to use them but they do now ! 

thats strange ...

actually that’s very strange. The movement isn’t supposed to be jump to move. It’s something that worked in client but when ported it didn’t translate. That’s actually really good feedback though. I appreciate it and I’m going to relay it to the team for the post jam updates. 

Could use a bit of assistance on the foreground texturing and maybe full back side when you spawn but otherwise for a first time in ten short days i think you guys did fantastic Keep up with the good work also Doodlinka sucks  for not reading the games description to know that there is plenty room for improvement.

Didn’t bother getting past the first level because of frustrating movement, intentional or not. It is nether realistic, gameistic nor fun. The character moves very slowly unless you start with a jump, momentum stacks unintuitively, it’s very slippery. Basically, you’re playing as a physics-based ball that looks like a human, through levels made for gameistic humans. When I discovered the wallclimb (intended or not) the game went from impossible to easy though.

Good feedback, yes there are some overlooked and rushed elements for the team it was a very good first try as most of us do not have previous experiences in game development. I can atleast speak on the level development as that was my part. For the wall climb it’s a mixture of faults. The jump function is relative to the ground layer. When I made the level I posted it in the ground layer there for everything is technically ground therefore the collisions were climbable. I also thought that leaps of faith were a neat idea because you’d have to trust that there was something there missing the jump might lead to a reset but atleast you’d learn and possibly have fun with the gap in information. I’ll make notes on that and make sure the updated levels post jam are more readable. 

true, it’s not bad for a first project made in 10 days