Downwell Review

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Downwell Logo, Downwell website 2016

Developer: Ojiro Fumoto

Publisher: Devolver Digital

Platforms: PlayStation 4, PlayStation Vita, iOS, Android, PC

Genre: Rougelike Platformer

Played on PlayStation Vita

Arcade games focus on the essence of a video game, one or two good mechanics that create everything else. Pac Man eats dots on a screen, Tetris aligns blocks together to destroy them and Asteroids is shooting and avoiding incoming asteroids. Downwell was created by Ojiro Fumoto who was inspired by a quote from video game designer Shigeru Miyamoto.

Japanese Ninento artist and game designe

Shigeru Miyamoto, Time 2016, 7 Fascinating Insights from Nintendo’s Gaming Genius Shigeru Miyamoto, captured on October 21st 2008

“A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.” Shigeru Miyamoto Interviewed by Eurogamer.net, 31 March 2010

Downwell takes the philosophy of this quote to its logical extreme and has the simplicity of its contemporary’s, but is deceptively skilled based. Downwell will be remembered as the modern arcade game because of the incredible amount of depth, skill and player choice provided from just two game mechanics.

Gameplay

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God is a Geek 2016, “Downwell coming to PS4 and PS Vita this month” May 6th 2016

In Downwell, the player goes down randomly generated levels to the bottom of a well. They encounter enemies, rooms with power ups and a perilous threat at the bottom. Downwell’s excellence comes from how the two actions of jumping and shooting do more than what is expected of them.

Shooting makes the player slightly hover in the air, destroys blockades, creates gems from defeated enemies and has different attack attributes depending on what power up is obtained. Jumping and stomping on enemies without landing builds a combo, landing on the ground or enemies refills the player’s ammo count and landing on the ground stops the combo and rewards gems, ammo and health depending on how high the player’s combo is. The rewards and risks from these multipurpose mechanics direct the player to play at full speed.

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Downwell artwork by BlueASIS, “Jelly Smash!

This is expanded with randomly generated power ups at the end of a level that add beneficial abilities, such as collecting gems refilling ammo and creating a blast by stomping on enemies. Rooms the player encounters during their descent offer a break from the fast action and have power ups that change the attributes of the shooting attack and give health or ammo. When enough gems are collected, the player enters a gem high that increases the power of their attack, but withers out if the player can’t maintain a constant flow of gems.

This rapid fire decision making is possible because of the art style. Hazards are pure red, enemies indicate they can be jumped on by being predominantly white with a hint of red, walkable and jumpable objects being white and a black background to make colour stand out.

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This makes Downwell have the qualities of iconic arcade games such as Pac Man, but has a layer of mechanical sophistication that is easy to understand, but difficult and engaging to master. When a game like Pac Man is understood, it doesn’t offer a way of adjusting difficulty to suit the player’s mastery and understanding of its mechanics. It only offers more challenge by making enemies faster and more unpredictable. Downwell uses randomly generated power ups that increases the player’s defence or attack capabilities and the player is able to decide on what is best for their skill and situation depending on what they have on hand.

After the end of a playthrough, the player unlocks palette swaps and player styles after collecting a set number of gems. Player styles give unique player native abilities that can make future playthroughs easier or harder depending on their skill level. Palette swaps change the primary colours of the game’s art style. Some palette swaps such as Dirtsnow make reading what’s happening on screen more difficult because of the background colour being different from black.

A problem with power ups is that power ups at the end of a stage are randomly generated. This means the player can’t really customise what playstyle they want and have to replay the game again and again until the right combination is generated. The game could have capitalised on allowing the player to start with a select number of power ups and offer challenges that are unique to the specific power ups the player chooses at the start. While these trappings do not ruin Downwell, it eventually makes repeated long term playthroughs tedious because the player can’t have an optimal loadout from the start.

Value

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Designing a game around one or two game mechanics is an effective way of making one. Downwell is evidence of what happens when just one or two mechanics are developed to their full potential, with gameplay that offers an enjoyable learning curve and depth. Downwell is a short game. While hard mode and palette swaps offer a bit more for the player to achieve, the main game can be finished in fifteen to twenty minutes. This is both Downwell’s strength and weakness, because it makes it an excellent game to pick up and easily get into without a substantial time commitment. But for a player who wants a substantial amount of content and can’t meet that need from replaying and mastering a game’s gameplay, Downwell isn’t going to convince them.

But Downwell has an understanding of how systems and mechanics influence player behaviour that is more sophisticated than most iconic arcade games. Arcade games such as Asteroids and Pac Man had to find the most easily understandable way for people to interact in a virtual space. This meant gameplay had to be about moving around a space and getting a high score.

It made them easily approachable and players would try everything to reach a new high score. But this meant challenge could only increase by making enemies more aggressive, faster and in greater waves. Downwell’s challenge is changeable for the player’s skill. The native abilities from player styles can give more health at the start or make the jump have more float. The player can also decide to take the risk of building a large combo so they restore their health when landing on the ground or build up their gem count to spend on health and ammo items. The skill involved in Downwell comes from how the player survives by making deliberate and intuitive decisions and using the strengths and drawbacks of power ups the player has to decide on at the end of a stage.

It results in a game that is as approachable and fun to play as Asteroids and Pac Man, but has a layer of mechanical mastery that keeps it continuously engaging. After the optimal way to play most arcade games is mastered, it’s gameplay is static and predictable. Downwell is a modernisation of the arcade game because even when the optimal way is mastered, there are still equally valid gameplay choices that are better suited for different levels of skill. It’s creator Ojiro Fumoto wanted to show how solving multiple problems with one solution creates powerful player choice and elegant intuitive design. By following the philosophy of a quote from one of the game industry’s most influential designers, Downwell has solved the arcade game’s issue of static approaches to the problems it presents by using rewards and benefits for jumping and shooting at problems.

What’s great:

  • Phenomenal player decisions and skill from two basic inputs
  • One of the best games iOS and Android has to offer
  • Player styles allow players of different skill levels to find their optimal way of playing
  • Wickedly smooth and responsive controls complement the frantic gameplay
  • Very easy to pick up and get into

What’s okay:

  • The overall length is suitable for it’s gameplay, even if it is incredibly short
  • Not much to achieve besides beating Hard mode and unlocking palettes   

What’s bad:

  • No attempt to capitalise on starting a game with a number of end stage power ups
  • Certain palette swaps make observing what’s happening more difficult
  • Difficult to recommend to people who want substantial content in their games 

NekoBuro Cats Block Review (PS Vita)

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Developer: F K Digital

Publisher: Neko Entertainment

NeoGaf 2015, ‘Nekoburo CatsBlock |OT| Bow before your (square cat) overlords’, ZeroAKA,

http://www.neogaf.com/forum/showthread.php?t=1076165

Match 3 puzzle games are a profoundly simple genre of video games. Once the core working of its gameplay is made, its up to the other elements of engagement to engross the player and keep them playing. NekoBuro’s vibrant cutesy art style paired with gameplay that effectively spices up the match 3 mechanic with challenges and power ups serves to elevate it from monotony.

The only real flaw with NekoBuro is sporadic spikes in difficulty. Even with this problem, it will be revealed if this detracts from the noteworthy flow of gameplay and appeal of its adorable misfit Square Cats.

Gameplay

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NekoBuro’s gameplay will be familiar to anyone who has played Teteris. Each level has a unique mission where 3 matching cats have to be aligned vertically, horizontal or diagonally. To help the player in matching up three cats, a power up gauge fills when a match is made or a chain goes off.

The missions keep the player on their toes in the later stages and the beginning stages do a wonderful job at easing the player into the later challenge down the road. Moments however of missions that bring a sudden increase in difficulty is a crack in a beautifully entertaining form of gameplay. In stages such as 4 -8, 5-2 and the ruthless but appropriately brutal 5-10, the player has little space for error, reinforced by the fact squares are randomly generated and what allow the power up gauge to increase. In these stages, the player is more or less hoping they can rapidly align a combo chain within the relentless conditions of these missions or that Lady Luck shines down on them because without her, the game over screen will be practically engraved in their minds due to seeing it countless times.

But the overall experience is a smooth fun ride across a majority of the game time. While these three highlighted stages aren’t going to cause hand cramped frustration along the lines of something like Dr. Robotnik’s Mean Bean Machine(1993), they are noticeably frustrating by design and easily seen. They are simply however, small valleys in a enjoyable roller coaster of simple fun.

Presentation

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While the match 3 gameplay proves to be entertaining, the heart and soul of NekoBuro lies in every inch of its presentation. The colourful art style paired with a peaceful cheery soundtrack invokes a tone and mood of a relaxed, joyful peace of mind. This is reflected in the design and personalities of the Square Cats.

The delightfully chaotic trouble they cause for their owner as they bring their group back together helps motivate the player to finish the missions. The appeal of the Square Cats is reinforced by the toys the player obtains from completing missions, allowing them to cause hilarious destruction to the cat’s home and have playful fun with them too. These elements of NekoBuro’s presentation come together to make a game that anyone can enjoy.

Value

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NekoBuro has the unfortunate downside of being short to finish. That does not however ruin it’s incredibly sweet run time. The missions provide a varied and consistent gameplay experience with rare but overly difficult missions cracking at a standard yet flawless experience. The Square Cats are what make NekoBuro, having the right amount of cuteness without coming off as detestably annoying. Players looking for a fun casual experience with a satisfying feeling of accomplishment should try out this impeccably bare bones yet fulfilling tale of box shaped cats.