Downwell Review

 

Confidence in Simplicity-A Downwell Review

With every generation of new hardware and consoles the push in the gaming sphere has always been the same: better graphics, bigger scope, and just MORE. Downwell, to me, exists as a prime example as to why simple can be infinitely more enjoyable than complex. However, Downwell is a bit more sneaky in its execution, offering a lot of little details that add so much depth to a novel concept. 

Ojiro Fumoto’s vision for Downwell seems to be that of a game jam game. For those who are unaware, a “game jam” is a competition in which upstart developers are tasked with making a fleshed out concept and prototype for a game in a short timeframe, typically 48 to 72 hours. The goal of these competitions is to get people creating as quickly as possible, and to not overthink so much that you don’t even start a project. Fun fact, the acclaimed indie shooter Superhot was the result of a game jam, eventually evolving into a full experience worthy of sequels and even a VR release. I bring this all up because I feel a lot of the time young and upcoming developers get bogged down in making as many complex mechanics as possible, when some of the greatest games of all time rely on sticking to simple and fun mechanics-of those games I feel Downwell is an excellent example. 



Divulging Into The Depths 

Downwell’s main objective is to reach the bottom of this massive well, traveling through 4 distinct worlds with 3 levels each until you reach the final boss. As is customary with most modern indie games, each level is procedurally generated, with enemies and hazards unique to their own specific worlds. You’ll travel through water, haunted ghost yards, and even baseless voids on your way to do battle with the final boss. After you beat the boss for the first time, an optional hard mode is selectable which provides vastly different twists on each of the worlds (for example, the water world’s air meter ticks down much faster and the first area has much more enemies) and a revamped final battle. 

The main mechanic of Downwell is your use of your gun, of which there are many different variants. In short, you can use your gun to suspend yourself in the air in order to assess the situation and you can use it to defeat enemies (some of which you can jump on to defeat). The complexity of this mechanic relies on how many shots you have left, as running out of ammo means you will be in a freefall until you either land on the ground and refill your ammo or stomp on an enemy and do the same. There is a unique feeling of satisfaction in Downwell when you can effectively shoot, stomp, and weave your way around enemies to keep a combo going for as long as possible. The longer your combo of beaten enemies without touching the ground, the more money, ammo upgrades, and hp upgrades you are awarded.



I think my favorite part about Downwell is the discovery of these mechanics, as Fumoto throws you in to find them yourself. Things like gaining max hp, wall jumping, and combos are never explained outright, but are so intertwined with the base game that you’d find them naturally by playing. Many, and I mean many, games struggle to find the acute balance that Downwell has in throwing you in and letting your natural curiosity teach you how to master it. 

Surviving each level will present you with a choice of items to pick that will assist you for the rest of the run. My only gripe with this mechanic is that some items feel wholly useless whereas some others, like the item that gives you back ammo for any gems you collect, are so powerful that you would never pass them up. I feel like an elimination of some of the more useless items would preserve a feeling of opportunity cost in choosing one item over another, instead of having it be so clear cut. 

Verdict

Downwell is quite possibly my favorite example of how keeping things simple can make a game that has much more depth than something overly complex. Downwell’s adherence to great game design is something of a marvel in the modern landscape of gaming, and it is a paramount example of videogame excellence. 

10/10-Simply Perfect 

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