All apps and companies

App · Games

Downwell

A vertical falling shooter where the player's gunboots fire as they drop.

downwellgame.comApp Store4 sources5 tips

Where Downwell comes up4 episodes and tests

Gcreator of Game Maker's Toolkit, interviewing Yacht Club Games' game director and lead programmer testShovel Knight's Signature MovesGcreator of Game Maker's Toolkit testRoguelikes, Persistency, and ProgressionGcreator of Game Maker's Toolkit testBuilding Better Skill TreesGcreator of Game Maker's Toolkit testDo We Need a Soulslike Genre?
In short

Downwell used small, clear design choices in a fast arcade shooter. A reload flash shows when gunboots are ready, three upgrade choices between levels keep menus quick, and gem-based colour options reward long-term play without touching balance. Lesson: make hidden states visible, keep progression fast, and keep cosmetics separate from balance. Its twitchy play also strains the roguelike label, so a prefix like roguelike platformer may fit better.

At a glanceDownwell never hides whether its gunboots are ready
DownwellWon
  • Character flashes on reload
  • Flash marks guns ready again
King Knight, Shovel Knight
  • Same spin animation either way
  • Nothing shows bash access

A visible flash keeps ability state clear.

From Mark Brown on Downwell

What was said about Downwell

  • Downwell flashes the character when the gunboots reload, signaling readiness. A visible flash on the character tells the player the moment the guns are ready again, so ability state is never hidden.

    Mark Brown contrasts this with Shovel Knight's King Knight, whose spin states with and without bash access share "the exact same animation with nothing to indicate a change between them."

  • Downwell keeps upgrades fast: pick one of three, then keep falling. Between levels the game flashes three upgrade choices; the player picks one and moves on, so the menu barely interrupts a fast game.

    Mark Brown's advice for skill menus in quick games is to shorten the choice or remove the menu: "So just make them quicker."

  • Downwell rewards repeat play with cosmetics that never change difficulty. Collecting a set number of gems across multiple runs unlocks new colour options, giving a sense of progression while each run stays equally hard.

    In Mark Brown's words, these unlocks "have no impact on the balance of the game whatsoever."

More in Games

Games

Nintendo

A Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.

G64 sources · 356 tips
Games

The Legend of Zelda: Breath of the Wild

Nintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.

G30 sources · 203 tips
Games

Dead Space

A major video game publisher and the guest's employer.

G29 sources · 94 tips
MGames

Mind Over Magnet

A puzzle platformer where you escape a factory using a magnet and a magnetic field.

G9 sources · 126 tips
Games

Far Cry 2

An open world action game where you recruit and play any of London's citizens.

G34 sources · 69 tips
Games

God of War

A combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.

GB16 sources · 56 tips
MGames

Mind Over Magnet

Mark Brown's first game, a puzzle game he made while learning Unity.

G5 sources · 38 tips
Games

Dishonored

A first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.

G11 sources · 36 tips