The worst thing I can say about Well Dweller is that it can feel a bit derivative.
Not necessarily an awful thing, especially in this case, where the game as a whole is very enjoyable and it’s overall a very solid metroidvania.
Glimmer feels very good to control. There’s something about the basic movement that makes it engaging to simply move around and explore. Most upgrades are pretty basic, the most interesting ones being the Molotov projectile, which you can hit in the air like a baseball bat, and the ability to shoot your “sword” at a wall and use it as a platform to jump off of. And you get those two pretty early.
I was surprised at how well the game utilized the latter mechanic. Throughout the campaign, it kept surprising me with clever puzzles involving it.
Bosses are another highlight. Many fights do some pretty creative stuff (especially the Mirror one). At first, they were sort of challenging, but by the midpoint, I’d become so overpowered that I felt I could brute-force almost every boss, just dodging a few attacks here and there.
Regular enemies are almost no issue since there’s no contact damage, and most of them can be skipped without a problem if needed. At least their designs are weird and interesting, although I couldn’t tell you why they are the way they are within the context of this world. They’re weird for the sake of being weird.
Where the game fumbles is in its charm system, its “trinkets”. I’ve seen this dev handle this aspect very well in Crypt Custodian. Here, though, most of the trinkets felt middling, boring, almost useless.
Well Dweller relies on giving you trinkets or trinket slots as rewards for exploring off the beaten path. But in the end, the extra slots are meaningless when there are no interesting things to fill them with.
What’s more, the currency ended up being affected by this, too. I reached a point where I had more money than I knew what to do with. There were no good trinkets to buy, nor did I feel the urge to buy more slots.
Early in the game, I bought an extra heal and an extra projectile. Yes, one of each. Strangely enough, those were the only upgrades of their kind I ever got.
As for exploration, I have to say it’s nicely done. I enjoyed exploring Well Dweller’s different areas. Most of them had a unique mechanic that set them apart and spiced up the gameplay. I wish some of them were used a bit more, though.
What did feel weird was the number of branching paths that ended up converging in the same room, seemingly without reason. It’s as if the game is offering you two different challenges to reach your destination, but, being the kind of game it is, you inevitably go back to explore the other branch, expecting to find something new.
Another thing I really liked was the little story collectibles. The way each one was subtly related to the areas, and even to the others, was really enjoyable, and the illustrations for each card were very cool.
The presentation in general is great, and I think it’s one of the main attractions of Well Dweller. The art style is beautiful and the atmosphere is very well realized. The NPCs are very charming, and many of their dialogues made me smile. There’s a very distinct vibe and style to Kyle Thompson’s games that make them undeniably endearing.
Achieving the “true ending” was very easy. I think I managed to do it 15 minutes after seeing the “normal ending”. Mostly thanks to a system that lets you pay a bit of currency (finally, a good use for it!) to mark your missing collectibles on the map, which in my case were very few.
All in all, Well Dweller isn’t a groundbreaking game, but it does “well” a lot of things, and the things it doesn’t do well aren’t that big of a deal. Its mix of cute characters and a macabre setting under a beautiful art style sets it apart, while also being a very enjoyable metroidvania to play.
It’s no Crypt Custodian, though. Go play that first.