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Downwell Review

Falling down a well has never been so much fun. I’m sure Lassie would have had a much easier time if only Timmy had a pair of gunboots.

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Downwell
Developer: Moppin
Price: $2.99
Platform: PC, iOS
MonsterVine was supplied with a PC code for review

Downwell is a procedurally generated action-platformer, so each run is a new gauntlet to navigate. However, instead of making your way up or across obstacles you are trying your best to fall with style. Surviving the onslaught of enemies and traps is not a simple task, but it is achievable thanks to an arsenal of boot-strapped weapons at your disposal.

To begin with you start with a regular weapon, basic enemies and 4 HP. Most of the enemies can be destroyed by stomping on their heads and they reward your success by exploding into a cascade of gems. Collecting these gems offer you currency to spend in shops as well as acting as Downwell‘s form of experience and character level progression. The environment is yours to shape with the use of your gun-boots. Certain blocks can be destroyed; adding a whole new level of strategy when dealing with certain enemies. Along the sides of the well, occasionally you will come across a cave which can contain a pile of gems, a shop, or a new weapon.

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The weapon pickups are integral to Downwell. They increase your damage, change your offensive style and allow you to replenish 1HP. Health points are a very limited resource, so changing your loadout multiple times in a run is unavoidable. This mechanic is a clever way to force the player to not rely on one weapon and to gain experience with all the tools of destruction.

The gun-boots also act as a way to control your movement. Shooting them briefly stalls your descent and allows you time to manoeuvre and murder simultaneously. Your ammo is unlimited, but in order to stop players simply shooting endlessly you have to land on a platform to reload your boot’s charges. Not doing so can leave you high and dry when you need fire power the most.

Similar to Spelunky, Downwell is level-based. At the end of each level you have the opportunity to select an upgrade, anything from exploding blocks, to regaining health by eating the bodies of your fallen foes. After completing 3 levels of one biome, you move the next. New sets of enemies and traps make the difficulty spike drastically as you progress.

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Collecting a certain amount of gems fills a meter to the point of getting your falling friend “GemHigh.” This heightened state of being increases your damage and enlarges your bullets, as well as giving you a lovely red glow.

Upgrade synergies are here in force. Reminiscent of The Binding of Isaac, gaining a certain upgrade, while great in their own right, really start to shine when combined with others. For instance, the ability to have blocks explode when destroyed, as well as gems shooting bullets upwards when collected, creates a hellish mess for your enemies as you fall

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Visually Downwell is stylistically similar to games of the Commodore 64 era. Simple graphics keep things looking crisp and clean, until you start playing that is. The screen is quick to be filled with enemies, explosions, bullets and gems. A nice design touch is the 2-colour system. White marks the areas you can touch, and red colors the areas that can hurt you. This color scheme also applies to enemies. Some creatures have white top halves for stomping, others, which need to be shot, are completely red. This simple visual touch is an elegant way to inform the player of the situation at a glance. As you level you unlock new color palettes for the game. Even though they are simple color swaps for the most part, they add to the difficulty significantly.

Keeping pace with its retro style are its chip-tunes that you play along to. Bouncy and ominous I found myself being reminded of great tracks from Castlevania IV, which is a glowing comparison in my book.

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Like most roguelikes your first few attempts are chaotic. Frantically trying to slow your descent as you rush downwards while haphazardly stomping on enemies and collecting gems as best you can. Once you start to achieve a balance between falling, shooting, and pausing to take a breath, things start to become more manageable. It’s then that Downwell becomes addictive. The “one-more-go” mentality is rampant as games are fast and it’s very quick and very tempting to hit retry. Each run has the potential to be your best yet and with every attempt your twitch skills improve. That sense of personal progression is a carrot to be chased.

The Final Word
A fantastic action-platformer with roguelike elements; Downwell is a pleasure to play. It’s easy to pick up with a very high skill-ceiling. At such a low purchase-price it is hard not to recommend to anyone who enjoys a bit of challenging, fast and rewarding gameplay. Timmy can handle this one on his own. No Lassie Required.

– MonsterVine Rating: 4.5 out of 5 – Great

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Strap on your gun boots and hop down this roguelike because this week I will be taking a look at Downwell.

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