Current version:Nintendo Switch
Downwell

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
View review
My list

Reading your list from this browser…

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.

Recommended games

Related game recommendations on this platform

Nintendo Switch

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

8.7 / 10Nintendo Switch

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
DimensionReview stateScoreWeight
Dimension

Procedural levels and restart-on-loss structure may suit repeated attempts better than players seeking uninterrupted progress.

Reviewed8.3 / 10Not provided
Dimension

The tension between reloading and maintaining a combo can turn a simple landing into a meaningful risk decision.

Reviewed9.0 / 10Not provided
Dimension

Pixel art places the descending action within a deliberately compact visual vocabulary that may appeal to players who like this style.

Reviewed8.6 / 10Not 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.

Reviewed8.8 / 10Not provided

Review sources

Not provided

Core information

Developer
Moppin
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
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

Sources

  • www.nintendo.comSource revision: 1
  • www.nintendo.com