Downwell
This is a spoiler page for Downwell.
Overview
Downwell is a minimalistic roguelike-platformer hybrid. It is very short
and small, but has a surprisingly level of mechanical depth which makes
it entertaining to play many times over. Given that the scope of the
game is quite small and pretty much all mechanics have been fairly
well-documented, this spoiler page will just contain various tips rather
than an outright guide. There are plenty of guides available elsewhere
on the internet.
The game is playable on both PC and iOS/Android, but I have found it is
much easier with a keyboard than a touch screen. This is due to the
control buttons being at the bottom of the screen on mobile, such that
your fingers obscure upcoming enemies and obstacles more often than not.
Upgrades
Generally, you may choose one of three upgrades at the end of each
level. If you are using boulder style, you only have two choices, and if
you are using handstand style, you will not be offered upgrades at all.
The "Youth" upgrade gives you an additional upgrade option after each
level. I have listed the upgrades below and categorized them by
usefulness.
- Apple
-
Not useful. Restores 4 health. If you are at full health, it grants
you an extra health container. Unless you are in low health, I don't
recommend it, as health is not necessary if you don't take damage.
- Blast Module
-
Useful. Causes an explosion beneath you when stomping on an enemy.
Great for clearing out large amounts of enemies at once and also
destroying collections of blocks simultaneously.
- Candle
-
Not useful. Grants a longer amount of invincibility after taking
damage. This upgrade is near-useless if you don't take damage often.
- Drone
-
Conditionally useful. Spawns a friendly robot drone that shoots when
you shoot. It follows near you and not exactly behind you, such that
it gives you a little extra width on your bullet spread. I have
found that it does not make a huge difference, especially when your
primary method of killing enemies is stomping on them.
- Gem Attractor
-
Very useful. Sucks in nearby gems. Maximizing your gem count is the
best way to get the most value out of shops, so getting this early
is extremely handy.
- Gem Powered
-
Very useful. Refills ammo when picking up gems. This makes it much
easier to build up a sizable combo for bonuses. It also makes Limbo
easier, as Limbo doesn't have nearly as much to stomp on as the
other worlds. This upgrade synergizes very well with Gem Attractor.
- Gem Sick
-
Very useful. Increases duration of Gem High. Gem High increases
weapon range and damage, both very useful attributes.
- Gunpowder Blocks
-
Useful (especially in the early game). Blocks shoot a bullet upwards
when destroyed. Additionally, destroying a block will cause a chain
reaction which destroys all the blocks near it as well. This makes
it easy to clear out large amounts of blocks which are preventing
a smooth descent. It also usually kills most enemies above the
blocks from the resulting bullets.
- Heart Balloon
-
Not useful. Gives you a heart balloon which reduces your fall speed
while you have it. If an enemy touches it, the balloon explodes,
respawning once you complete the level. Given how easy it is for the
balloon to pop, it doesn't provide much use past the first portion
of any level.
- Hot Casing
-
Useful. The discarded casing from shooting the gun boots deal
damage. This upgrade is useful for dealing with large amounts of
enemies which are not directly below you, particularly whne you have
a gun which shoots a lot of bullets very quickly.
- Knife and Fork
-
Very useful. Touching a corpse causes you to "eat" it. Eating ten
corpses grants you +1 health. Not only is this upgrade a good way to
stay in good health, it can often increase your maximum health. It
is particularly useful in the Aquifer zone, in which corpses fall
very slowly and are easy to catch up to while falling.
- Laser Sight
-
Useful. Grants a laser sight beneath the player for aiming and also
increases the range of the gun. The first benefit doesn't really do
much, but the added range is actually quite useful for nearly all
weapons other than the laser, which already has infinite range.
- Member's Card
-
Useful. Grants a 10% discount at shops and increases the number of
shops. This upgrade is obviously better the earlier you get it,
especially if you are collecting a large number of gems.
- Popping Gems
-
Useful. Getting a gem shoots a bullet upwards from the player. This
upgrade becomes more useful later in the game when there are more
enemies coming from above. This also synergizes very well with Gem
Attractor, as you will be shooting a lot more bullets upward from
all the gems attracted.
- Rest in Pieces
-
Useful. Shooting corpses causes them to explode, damaging nearby
enemies. This upgrade is great for clearing out large numbers of
enemies in groups. Note that it has a negative synergy with Knife
and Fork, as shooting the corpse makes it impossible to consume it.
- Reverse Engineering
-
Not useful. Allows you reroll each gun module once by shooting it.
None of the weapons are bad enough to warrant rerolling, unless you
are really trying to stick to your favorite weapons.
- Rocket Jump
-
Not useful. Creates an explosion when jumping from solid ground.
Given that it is not usually good practice to spend a lot of time
on the ground in Downwell, this upgrade is not very useful.
- Safety Jetpack
-
Useful. When out of bullets, allows the player to hover for a short
time. Recharges when landing on stomping on enemies. This can allow
for some additional time needed to keep up a combo or move out of
danger.
- Timeout
-
Not useful. Creates a space where time freezes whenever you get hit.
Not only is this upgrade made entirely useless by good dodging, it
is actually quite difficult to remain in the time void once it is
created.
- Youth
-
Useful. Gives you +1 health and an additional upgrade option to
choose from at the end of each level, for the remainder of the run.
Note that the usefulness of this upgrade falls off drastically the
further you get in the run, as you have less chances to actually
make use of the additional upgrade option.
Styles
Styles are permanent modifiers chosen at the beginning of a run which
are in effect until the end of the run. You cannot change your style
mid-run.
- Arm Spin Style
-
Eliminates gem veins from side rooms such that only gun modules
appear. Shops also become more rare. This style is useful for when
you are not that interested in making use of gems, preferring to
maximize your firepower and health through upgrades and gun modules.
- Boulder Style
-
Increases your starting health to 6 and makes you fall slightly
faster. Additionally, it lowers the number of upgrade options you
get at the end of each level to two, but this can still be increased
by the Youth ugprade. This style is useful if you need the health or
just want to go fast, but otherwise, dodging is always preferable to
increased health.
- Handstand Style
-
Grants a 30% discount at all shops, but you are offered no upgrade
options at the end of a level. Given that upgrades are usually vital
to the success of a run, this style is pretty bad.
- Levitate Style
-
Decreases your falling speed, as if you had the Heart Balloon
upgrade. This style is very useful for building up large combos, as
the increased hangtime gives you more time to maneuver to avoid
landing prematurely.
- Usual Style
-
The standard, starting style. You start the game with no special
modifiers.
Worlds
There are four worlds in Downwell: Caverns, Catacombs, Aquifer, and
Limbo. Each world contains unique enemies and other features.
- World 1: Caverns
-
The Caverns are mainly full of weak enemies and groups of blocks.
This are is good for getting a lot of gems quickly from combos, as
it is relatively safe compared to other worlds.
- World 2: Catacombs
-
The Catacombs are full of ghosts and skeleton enemies. Beware of
differently-colored floors, as spikes will pop out of them shortly
after landing on them. There are also areas entirely blocked by
groups of destructible blocks, which makes the Gunpowder Blocks
upgrade very useful in this world. You will have to be a little more
careful where you shoot in this world, as floating skulls will
become enraged when shot and follow you. Also, the large ghosts are
very tanky and take a lot of bullets to kill, so I recommend just
stomping on them whenever possible as that instantly kills them.
- World 3: Aquifer
-
The Aquifer world takes place entirely underwater, meaning that you
have to constantly break debris and shells in order to consume
bubbles for air. If your air meter drops to 0, you will begin to
take damage very quickly. Note that in Hard Mode your air meter will
run out much faster and you will have to collect single bubbles as
you fall. Due to the water, corpses in this world fall much slower
than in the other worlds, making it easier to catch up with them
and consume them with the Fork and Knife upgrade.
- World 4: Limbo
-
In Limbo, there are very few platforms and you must kill the
phantom enemies by shooting at them rather than stomping, as they
deal damage upon direct contact. Limbo is a great place to rack up
large combos since there is very little solid ground to land on and
cash in. Note that even in side areas where it appears like there is
no ledge to cash in a combo, walking off the ledge from the time
bubble will indeed trigger the combo to end, allowing you to start
a new combo whenever you see a side area.