![]() Most enemies are easy to kill and controls are fluid and responsive enough to blame you exclusively for failure. Downwell is both easy to understand and hard to complete. Caves found on either side of the well can contain piles of gems, shops, or a new weapon that will change your weapon as well as either heal you or upgrade your charges by a point or two. After ending a level, you're usually given three choices of upgrades (more or less depending on your Style or upgrades) such as health refills, an extra jump when you run out of charges, the ability to heal by eating the bodies of enemies, or extra upgrade choices in future level completions. You have low health, and a few options for your character style, such as a player with floater jumps, or a player with more health, but less upgrade options upon ending a level. This color pallete can be changed to a variety of sets that are unlocked as you lose runs and accrue points based on your gems over time. A enemy with both can be touched on the white part of their body. A red enemy will hurt you if you touch them, but can be shot. So for example, an enemy that is white can be jumped on or shot at, but can hurt you if you touch them. Black being used for the background and sprite detail, white being the main color of objects and enemies, and red being the color of gems or hazards. Downwell communicates in a visual style of only three colors, black, white, and red. Enemies, objects, and gem blocks drop gems that can be used purchase items and upgrades at stores and count to your overall score. Instead of heading left-to-right shooting enemies in your way, you're tumbling down a seemingly endless well with platforms, enemies, hazards, and holes in the wall that contain weapons, gems, or shops with only the ability to run, jump, and multi-jump while shooting shots directly below you. ![]() Downwell is a dastardly hard platforming shmup rogue-lite. ![]()
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