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Downwell's Dual Purpose Design | Game Maker's Toolkit

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    Hi! This is Game Maker's Toolkit, I'm Mark
    Brown
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    So a few months ago I made a video about controllers,
    and when I said "there is incredible elegance
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    to be found in games designed around a single
    mechanic" I showed this game.
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    And way too many people didn't know what the
    game was.
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    So let me introduce you to Downwell: a stylish
    and brutally difficult arcade game, about
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    plummeting down a randomly generated well.
    And it's also one of the most elegantly designed
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    games I've played in a long time.
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    And the reason I say that is because almost
    everything in the game serves two, or even
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    three purposes.
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    The game's creator, Ojiro Fumoto, was inspired
    by a Shigeru Miyamoto quote that goes "A good
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    idea is something that does not solve just
    one single problem, but rather can solve multiple
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    problems at once" - and boy, does Fumoto run
    with it.
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    Take the jump button. Downwell was made with
    mobile in mind, so Fumoto only wanted three
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    buttons: left, right, and jump. But because
    the jump button can do something else when
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    you're in mid-air, that same button also fires
    bullets out of your boots.
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    These gunboots serve multiple purposes as
    well. Not only do they kill enemies, and not
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    only do they carve paths through blocks, but
    they also slow your descent and help you maneuverer
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    in mid-air.
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    Enemies are, well, enemies. They try and kill
    you from all different directions and you
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    can blast them with your gunboots. But they
    also serve two other purposes.
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    Your gunboots have a limited charge, but if
    you land on an enemy's head you'll instantly
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    reload. And this will also start a combo chain:
    bop a whole bunch of enemies in a row and
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    you'll get special bonuses like extra gunboot
    charges and more gems.
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    Landing on the ground also serves a couple
    functions: it reloads your gunboots, and it
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    finishes off your combo.
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    The game is full of gems, which are used for
    a bunch of different things. Gems collected
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    during that run can be spent in shops, and
    your overal collection of gems is used to
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    unlock new game modes and visual styles.
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    Plus, collecting lots of gems in quick succession
    unlocks "gem high" mode, where your bullets
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    are bigger and do more damage, for as long
    as you continue collecting gems.
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    These sub rooms give you a chance to breathe
    - especially if you're in the middle of a
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    frantic combo. But they also let you pick
    up some more gems or, sometimes, get a new gun.
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    If you've been paying any attention so far,
    you won't be surprised to learn that the gun
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    pickups serve two purposes. They not only
    give you a new weapon to play with, but the
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    pickup also boosts either your gunboot charge
    or your health. And getting health not only
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    boosts your hit points but, if your health
    is full, starts building up towards boosting
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    your max HP, too.
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    You can also look at things outside of the
    main game. The styles, which are alternative
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    ways of playing, make the game both easier
    and harder to play. Boulder style gives you
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    more HP but fewer upgrade choices. Arm spin
    style gives you more gun upgrades but shops
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    are now ultra rare.
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    And the aesthetics don't just give the game
    a quirky, retro style but also make the game
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    immediately readable at 100 miles per hour.
    Foes and obstacles show up in red, and enemies
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    can also be all red if you can't jump on them,
    or just red on the bottom if you can.
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    So, as you can see, pretty much everything
    in Downwell is working at least two jobs.
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    And this carries some substantial benefits.
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    For one, Downwell can offer a huge amount
    of depth with, essentially, half the number
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    of moving parts. It doesn't need separate
    buttons for jump and shoot. It doesn't need
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    a reload button or ammo crates. It doesn't
    need separate items for gun, health and charge pick-ups
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    And this means you don't need to learn loads
    of obtuse systems and have to figure out what
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    everything does because as long you understand
    the basics, the rest will flow.
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    And it also allows Fumoto to nudge you towards
    playing Downwell in his intended way. Which
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    is to play the game at top speed, turning
    the levels into a barmy dance of jumping from
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    one enemy to the next.
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    So if you collect gems to use in the shop,
    you'll also enter gem high mode which encourages
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    you to act fast and quickly collect gems to
    keep that meter going. And if you bop on a
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    few enemy heads to reload your gun, or because
    these jerks turn into evil nightmare skulls
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    if you shoot them, you'll want to keep doing
    this to get a bigger prize, which makes you
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    go faster and take more risks.
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    These combo systems also act like a difficulty
    mode, without making you select it from the
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    main menu. Want to make Downwell more difficult?
    Try getting a combo over 20, 30, 40 points.
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    And they make the early levels more fun on
    your 50th go. Oh, Downwell is a roguelike
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    with permadeath. Did I forget to mention that?
    It's basically Spelunky:
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    four different worlds and then a boss.
    And like Spelunky, the first world eventually
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    becomes so easy that it's a bit of a chore
    to work through. But in Downwell, you can
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    use this first world to practice your combo
    skills, and build up a nice stockpile of gems
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    and goodies for later stages.
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    Fumoto also wants you to make tough decisions
    and, again, this is reinforced through the
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    game's dual purpose design. You might not
    want to pick up the unpredictable noppy weapon,
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    but you do want the health boost that comes
    with it. Hm! The styles come with tricky trade-offs,
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    as do the upgrades collected between levels.
    Making your bullet casings deadly sounds good,
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    but it could screw up your combo game.
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    Downwell shows how a game can do a lot, with
    a little, as long as every part of the game
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    is working over time. And it shows how a game
    can provide a lot of depth without being overly
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    fussy and complex. And so all that, is why you really should have heard of Downwell.
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    Thanks for watching. Game Maker's Toolkit
    is funded entirely through Patreon. Thanks
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    to all my supporters, including these super
    special five buck a video heroes.
Title:
Downwell's Dual Purpose Design | Game Maker's Toolkit
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Duration:
06:07

English, British subtitles

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