Fleshwalk: An Experience [Alpha]
A downloadable game for Windows
What happens to a dream deferred?
Does it…fester like a sore—
And then run?
Does it stink like rotten meat?
…
Maybe it just sags
like a heavy load.
Or does it explode?
Harlem by Langston Hughes (abridged)
It is hard to truly define what Fleshwalk: An Experience is. In Fleshwalk, the player battles enemies against the backdrop of a dreamlike (or perhaps nightmarish) world. The real-life skin of the designer's face is utilized not just as inspiration for its gameplay, but to build this world the player explores. It plays on motifs from both classic, Victorian-era horror stories as well as body horror. Fleshwalk is meant to be a short, immersive experience for the player, showcasing insecurity, visceral feelings, and what could happen when we allow our dreams to be deferred. Or, you can see for yourself, because.....
Fleshwalk: An Experience Alpha ver. 1.0 is out now!
Welcome to the land of Karmabog........
Thank you to my playtesters!
- Kira B.
- Carol Dinh
- Jack Lavin
- Lyme
- C. Myers
- CJ Paghasian
- Jack Ullery
- Members of IGDA DC
I seriously could not have done this without you all. I am eternally grateful.
If you bought the game in-person, thank you for your patience while I sort out buggy files. Make sure you redeem your codes for updates~!
Controls
- Walk: WASD
- Moves the player forward, backward, left, or right
- Run: WASD + Shift
- Increases player speed
- Jump: Space
- Jumps once at a time
- Look: Mouse
- Turning your head around the screen
- Parry: WASD + Right click
- Dashes in the movement direction; good for dodging or moving swiftly
- 1/2: Swap blasters
- Changes the active weapon
- Nazar Beam (1): Left click (hold)
- Beam weapon
- Pus Shotgun (2): Left click (press)
- Burst weapon
- Backstab: Middle mouse button
- Stab an enemy from behind and deal a lot of damage
- Interact: E
- To interact with the environment and objects in it when prompted
- Toggle Lantern: Q
- Turns the lantern on or off once collected
- Pause/Resume: ESC
- Can pause and unpause the game
Photosensitivity warning: camera shakes, lazer beams, fast moving images
Known bugs:
- Nazar Beam flashes when sprinting
- Viszoth animations not synced
- Ending scene force quits
Next updates:
- Persistent save states
- Fixing difficulty scaling
- Accessible menu options
- macOS build
Licenses
Tomato squish;wet by HonorHunter via Pixabay, licensed under the Pixabay Content License
Dark Scary Movie Piano - 85bpm - Gmin by nnaudio via Freesound, licensed under CC by 4.0
Lantern by Poly by Google via Poly Pizza, licensed under CC by 3.0
Goudy Bookletter 1911 by Barry Schwartz via Google Fonts, licensed under the Open Font License
Burning Wrath by Timothy Lyle via Dafont, licensed under the Public Domain
Eye by Minh Nguyen Tri via Poly Pizza, licensed under CC by 3.0, modified by the developer
Swing Set by Poly by Google via Poly Pizza, licensed under CC by 3.0
Licensing note: Every asset used, including ones made or modified by myself, are licensed under the Creative Commons, either via their original license or CC BY-SA 4.0, except for the skin texture. As that is my own face, I do not feel comfortable with it being used elsewhere, commercially or non-commercially. Likewise, narrative and design concepts are licensed under CC BY-NC-SA 4.0. My spaghetti code is licensed under GPL v3.0 and will be available via GitHub upon full release.
Fleshwalk: An Experience will see its Beta release in Spring 2025.
Download the playtest build 2.0 for free!
What was the playtest build?
The playtest build was a chance for people to informally prototype the game and give me asynchronous feedback. It is super unpolished & does not look much like what the end product will be.
Where can I give you feedback?
You can discuss anything you'd like in the comments here, as well as give more in depth feedback in the Fleshwalk Discord server! (https://discord.gg/DqgVnrfyvZ)
Feedback is so super appreciated, and if you playtest and would like to be credited in the menu of the game, please reach out!
What features are in the playtest build?
1. The first two enemies
2. Rudimentary cave system
3. Lantern
4. Two main weapons
5. Base checkpoint functionality
6. Breath collection
Made with <3 by Lichen Labs
Updated | 24 days ago |
Status | In development |
Platforms | Windows |
Author | lichen labs 𖦹 |
Genre | Shooter |
Made with | Adobe Photoshop, Unity |
Tags | 3D, artgame, Atmospheric, Bullet Hell, Experimental, FPS, Horror, Retro, Short, Souls-like |
Code license | GNU General Public License v3.0 (GPL) |
Asset license | Creative Commons Attribution_ShareAlike v4.0 International |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Community, Homepage, Instagram |
Purchase
In order to download this game you must purchase it at or above the minimum price of $2 USD. You will get access to the following files:
Community Program
Support this game at or above a special price point to receive something exclusive.
Community Copy
For every purchase of Fleshwalk: An Experience, a new community copy is created at the special price point of free!
Download demo
Development log
- Alpha 1.1 and IRL Playtest!24 days ago
- Fleshwalk Alpha Updates59 days ago
- Putting Myself Out There78 days ago
- Concept Art96 days ago
- Happy September!Sep 02, 2024
- Playtest Build Ver 2.0 Publicly Released!Sep 01, 2024
Comments
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What is inspiritation of this game?
Thank you for your question! :0
There were many inspirations for this game, most notably some physical health issues I have been going through throughout this year. Much of the worldbuilding and many of the mechanics are pretty blatant metaphors for such issues.
Likewise, I wanted the aesthetic to be sort of gothic. This game serves as an exploration of poor health and disability through the lens of "the other." This inspiration mainly being from the portrayals of classic horror stories in the Universal Monsters format (Frankenstein, Dracula, & The Phantom of the Opera were the main inspirations), which I am a massive fan of and have been since I was a child. The poem "Harlem" by Langston Hughes is another big inspiration; the visceral reaction I had to how Hughes describes the aftermath of a dream being deferred was reminiscent of body horror to me - also felt much like how I have felt about the acne that my aforementioned health issues has suddenly spurred on this year. An abridged version of the poem is included in the game.
If you look through my devlogs, you can actually see some concept art as well! I hope you enjoy :)