One afternoon · one block

Clear Mom's five-item list before the light runs out.

You're Little Pete Wrigley, walking one suburban block on the last afternoon before school. Mom's list holds five small games — keep a beat, drive a golf ball, ride a bus, chase a truck, beat a TV — and every one you finish drops the sun another notch.

Free · No sign-up · Phone or desktop · About 25 minutes
Wellsville: a pixel-art suburban street in the late afternoon. A checklist shows three of five items ticked, and a SPACE prompt hovers over the bus driver.
The street, three items in. Mom's list has petunia dances, artie: the drive, and krebvision ticked; the prompt over Stu's bus is the next one.
Why it matters

A to-do list, then the last light.

Everybody had a block, and everybody knew someone on it who was quietly a legend — the man who claimed impossible feats, the driver who took a route personally, the ice cream truck that never once stopped for you.

Wellsville hands that block back for twenty-five minutes. The errands are the plot, the neighbors are the reason, and the sun goes down on schedule whether or not you are finished.

The block

Eight stops down one half mile.

Five hold a game from the list. Three just have something to say.

Nona F. Mecklenberg

Keeps the rhythm game at the fence. The arm cast is on purpose — itchy and powerful — and she counts Petunia's twelve kicks on it while a tattoo dances to AM 660.

Artie

The strongest man… in the world. He needs your mashing to send a golf ball 300,003 yards, and considers the water tower merely the first landmark.

Stu Benedict

Runs Route 6:15 with the wipers on for personal reasons. Sally Knorp has the elm street route today. His soul takes three hits, at most.

Mr. Tastee

Nobody has seen under the cone head. He owes you a Blueberry Head Twist from June, and the Krebstar Supersaver lot is where you collect.

The KrebVision

The den television is the game inside the game: a maze holding a kart race holding one screen more. Krebstar makes the toaster, the mower, and the way back out.

The field guide

Fifteen catalogued findings, from Joyce's metal plate (it picks up AM 660) to the Orange Lazarus. Press E; entries appear as you meet their subjects.

What you choose

Four decisions, and the timing is yours.

Every game hands you one input that matters. None of them is a reflex tap on a moving marker.

  1. How hard, and at what angle

    Mash to bank strength for Artie's drive, then hold to wind up. An arrow sweeps the angle with the arc dotted out ahead of it; you let go where the arc says so. Weak drives cannot clear the tower at any angle.

  2. Which lane, and how early

    Route 6:15 gives you three lanes and a hazard already in one of them. Commit early and the next one boxes you in; commit late and Stu's soul takes the hit.

  3. Jump it or duck it

    The Superlot throws bumpers you clear and clearance bars you go under. Guess wrong and Mr. Tastee gains thirteen metres of the gap you just closed.

  4. How far down to go

    The KrebVision holds three nested screens. Each one you enter is a screen you have to climb back out of, and the token only exists at the bottom.

See it

Four screens, mid-decision.

Wellsville: the rhythm game. Two eighth notes ride a wire toward a target ring above a tattooed forearm, with six of twelve kicks landed.
Six kicks in, no misses. Two notes ride the wire from Joyce's plate toward the ring — tap as each one arrives, and Petunia kicks.
Wellsville: Artie's golf drive. A strength meter near full, an aim arrow at 44 degrees with a dotted arc preview, and the water tower downrange.
Strength banked at ninety-five percent, the angle sweeping through forty-four degrees, the first stretch of the arc dotted out. Release now, or wait for a steeper one.
Wellsville: Stu's bus route seen from above. A hazard sits in the bus's lane, a neighbouring lane is clear, and the soul meter shows no hits.
Nine seconds into Route 6:15, soul intact. Something is sitting in your lane and the clock bar on the right has a long way to climb.
Wellsville: the KrebVision. A wood-panelled television shows Sludge Kart running inside a paused Kreb Quest, with a cartridge falling in the left lane.
Two screens down, three lives left. Kreb Quest sits paused in the bezel while a cartridge falls in the left lane — catching it opens the screen below.
Who it welcomes

Close the tab and you're out nothing.

No account. Nothing saved. Nothing to uninstall. If it isn't for you, close the tab — you're out twenty-five minutes and zero dollars.

  • No prior knowledge needed. Recognising a certain 1990s Nickelodeon block makes the names land twice. Every game explains itself on arrival either way.
  • You can fail, and it costs a retry. Lose a game and it offers you another go with a dry remark. The afternoon waits.
  • About twenty-five minutes for the whole list at a wander, and the first decision arrives inside the first minute. No download, no install, no tutorial.
  • Safe to hand to a kid or a parent. The scariest thing on the block is a clearance bar.
  • Comfort settings. M mutes the whole town. Nothing flashes, nothing chases you in the dark, and the browser's reduced-motion setting is respected.
  • Phone or desktop. Hold a phone sideways for on-screen controls; arrow keys and space on a desktop. It runs from a double-click with the wifi off, saves nothing, and asks for no permissions.
How it ends

The list ends at a fence line.

Five checkmarks

Mom's list, filled in red: Petunia danced, the ball flew, the route ended, the glove waved, the television gave back its token. The block has gone amber and long-shadowed by then.

Miller's Field

The ending waits past the last house — tall grass, and a payphone that has been ringing since March 12, 1972. With the list done, the field lets you walk in. What your nerve does there stays between you and the receiver.

Wellsville

It's still ringing. Somebody should get that.

pop. unlisted · elev. debatable

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Free · No sign-up · Phone or desktop · About 25 minutes

Wellsville

Wellsville is an unlicensed tribute to The Adventures of Pete & Pete, made by fans with no affiliation to its creators or rights holders. Character names and world references belong to their owners; the code and pixels are ours.