Downwell
Descend a procedurally generated well with Gunboots that both attack and slow your fall, balancing airborne combos against the landings and enemy stomps that replenish ammunition.
- AI score · out of 10
- 8.7 / 10
About this game
Downwell sends you down a well full of enemies, collecting red gems and fighting with gun-equipped boots. Their shots also slow your fall, but ammunition is limited: landing or stomping an enemy replenishes it. Defeating enemies without landing builds bonus-awarding combos, so a descent involves choosing when to keep moving and when to touch down. Procedurally generated levels change the route from run to run. Shops offer items, and stacking upgrades changes how you play as you descend. A lost run starts again from the beginning. The pixel-art action uses left and right movement with a shared jump-and-attack button; the Switch version also supports portrait-screen play.
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Nintendo SwitchAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
A compact control system with competing demands, for players who enjoy adapting and restarting.
The Gunboots put attack, falling control and ammunition management into the same decision, which may make each landing consequential. Procedural routes and stacking upgrades favor adapting to the current run, while restarting after failure asks you to accept lost progress.
Strengths
- One weapon serving both combat and descent control can give each shot more than one purpose.
- Changing layouts and stackable upgrades can reward adjusting your approach to the current run.
Weaknesses
- Starting over after a loss may discourage players who want to preserve their progress through the well.
Who it is for: Players who enjoy weighing movement against attack and are comfortable learning through repeated runs.
Play notes: Landing replenishes ammunition but breaks an airborne combo, so chasing bonuses can compete with the desire to reload.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Procedural levels and restart-on-loss structure may suit repeated attempts better than players seeking uninterrupted progress. | Reviewed | 8.3 / 10 | Not provided |
| Dimension The tension between reloading and maintaining a combo can turn a simple landing into a meaningful risk decision. | Reviewed | 9.0 / 10 | Not provided |
| Dimension Pixel art places the descending action within a deliberately compact visual vocabulary that may appeal to players who like this style. | Reviewed | 8.6 / 10 | Not provided |
| Dimension The shared jump-and-attack input reduces the number of buttons to learn, though players still need to understand when that input serves each action. | Reviewed | 8.8 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Moppin
- Publisher
- Devolver Digital
- Release date
- 2019
- Platforms
- Nintendo Switch
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Shooter · Primary genre
- Tags
- Main Story Under 10 HoursThird PersonSolo-friendlyFast-pacedReplayable3D GraphicsLinear LevelsDodgePlayer versus EnvironmentShooting
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single player
- Perspectives
- Side view
Release editions
- Nintendo SwitchWorldwide2019
Game gallery
Sources
- www.nintendo.comSource revision: 1
- www.nintendo.com