

Pickups do two things – they change your gun type and either give you one of your health slots back should you have lost it to an enemy, or increase the number of available shots in your gun boots by one. Those are the basics, but the wonderful Downwell has far more depth and strategy than its simple mechanics suggest.Īs you’re descending through these procedurally generated environments you’ll find rooms off to the sides that the enemies can’t enter most of the time these will contain bonus pickups or stacks of gems. Lose all health and you die – no extra lives here. Hit an enemy and you’ll lose a chunk of health. You only have a certain number of shots in your boots before they run out but these are recharged by touching the floor or jumping off an enemies head. Enemies can be dispatched with bullets or a Mario special and weak blocks can be disposed to clear your route. Movement is from left to right, with one button used to jump and, when you’re in the air, fire off your gunboots. The mechanics are as simple as they come don’t stop falling down. Because this is Downwell and it’s a bit mental.ĭownwell is effectively a mashup of platform and shmup games filtered through some gloriously defined 4bit style visuals (think Spectrum/C64 era). Oh, and there are shops where you can buy rice and sushi and car batteries.

But it’s okay, because you have guns on your feet and you can shoot the nasties or jump on their heads. But wait – there are creatures in the well, bats and frogs and snakes and turtles and sometimes flying jellyfish and eyeballs and they all want to kill and probably eat you. Now imagine you have a desire to jump down that well. Yes, one of those holes in the ground that are surrounded by a circle of bricks, often with a bucket on a rope dangling above it.
