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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
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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.