Prisoner zombie
One of Western’s two elites. Elite fights land in the middle of a run.
Chapter four
A frontier town with more rules than shade. Sheriff Flint guards the fourth spark and enforces a strict one-hat rule while wearing four.
Here the Clucks, a three-chicken welcome committee, join the crew, and freeing the town ends in a party.
Every level is played inside the mountain ring around the town.
Narrator
Western. A town with more rules than shade.
Sheriff Flint
One hat per person. Officially.Ada Brass
You’re wearing four.
Western bestiary
The horde here is cartoon zombies. Western adds two elites, which land in the middle of a run, and its own bosses, with Sheriff Flint last. Every zombie and spellbound creature you beat goes home cured.
One of Western’s two elites. Elite fights land in the middle of a run.
One of Western’s two elites. Elite fights land in the middle of a run.
Surprisingly narrow ambition.
Professional composure under absurd conditions.
Practical optimism.
Impressive presence, modest needs. Makes only sounds.
Guards the fourth spark
A rules enthusiast who ends up applying his own rule to himself.
Planned roster for version 1.0, still being tuned. On HARD the creatures wear gold trim; on NIGHTMARE they glow magenta.
Friends here
Allies · Western
A three-chicken chorus that joins the crew in Western.
Ally · The Clucks
The Clucks’ leader. Announces everything as a grand occasion.
Ally · The Clucks
The Clucks’ organiser: precise, and patiently amused.
Ally · The Clucks
The Clucks’ wildcard. Applies perfect reasoning to entirely the wrong problem.