All weapon types seem to fire from the arm of your brave adventurer, and can take the form of: burst fire, laser, shotgun blasts, triple fire, noppy (which seemed to fire in random directions), machine gun, and puncher (from what I could tell, this was like a super shotgun). There’s a whole variety of weapons you can pick up, all of which only fire downwards, so as with your slam attack, time your attacks carefully. As mentioned earlier, many of these enemies can be dealt with by landing on top of them as you descend, like a high-velocity version of Mario, however, some enemies can’t be touched at all, lest you want to take damage, and instead that’s where weapons become your friends. There are probably a few more I’m missing off, but that’s a bulk right there. To list some of the beasties I noticed there’s: bats, bow and arrow- wielding skeletons, frogs, ghosts, floating red eyes, skull heads, snails and squids. Similarly, the enemies are set to their respective areas, yet are randomised each time you start fresh. This may irk some, but personally, I enjoyed what it brought to the game. Similarly, in the underwater area, oxygen is limited, sometimes this seemed extremely rare, but at other times I was more efficient in the water than Aquaman. I liked this, for a game that is highly repetitive in its nature (though in this case, not to a detriment I didn’t think) it added a bit of uncertainty that kept you on edge.įor example, sometimes I’d go through the catacombs area without any scratches, yet at other times there’s be so many spiked floors that Kevin McAllister would blush. This means that whilst you can guarantee the area you’ll be in for several levels, for example the underwater area is always the third stage, whilst the final stage is always ‘Limbo’, you can never 100% guarantee the layout of an individual level. From what I could tell, levels, and many other aspects to the game, are randomised each time you start fresh. Those obstacles may come in the form of enemies or environmental hazards, such as spiked floors or spiked walls (lots of spikes). Will I get to the shop, or will the ghost get me?Īs mentioned, movement in the game is largely your character falling vertically from platform to platform, whilst dodging obstacles along the way. That’s of course, the simplified version, so let’s flesh out each aspect to the game. Master those mechanics and you’ll defeat the final boss without breaking a sweat. Movement is left to right, with a slight jump ability, and to dispose of enemies is a matter of landing perfectly on top of them (though not all enemies can be damaged this way) or by shooting them with your equipped weapon, which only fires down, not in any other direction. That’s basically the premise of the game you fall through the Earth, in increasingly difficult environments, bumping off enemies and scooping up gems. To do so is a fairly simple process, each enemy you kill drops some gems (varying amounts dependent on what type) and there are also side caverns that may or may not also contain a healthy chunk of the shiny buggers for you to collect. Still, got to scoop up that, sweet, sweet loot. Less pleasant, however, is the fact that each of the four main areas you traverse are filled with various beasties who don’t take too kindly to you bumbling around underground. Doesn’t sound like too much of a bad thing, after all, shiny gems can get you a long way in this money-obsessed world. The premise of Downwell is easy to grasp- you decide to take it upon yourself to dive into a well in search of treasures buried deep below the Earth. That said, I’m sure there’s some lovely wells out there, and Downwell sort of treads the middle ground between cosy and cursed. Usually these things are the site of a gruesome drowning, or worse still, they are the location in which an evil spirit lady resides, who has quite the grudge against anyone who decides to watch a videotape with her in it. When I really think about it, I don’t believe I’ve ever seen or read a single instance involving a well that didn’t turn out badly for anyone involved.
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