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Taking Downwell's dual-purpose design to its logical conclusion, every 10 seconds, you suffer a random "curse", which is a procedurally generated "consequence" added to one of your potential "actions" (keyboard buttons and object interactions). Survive all the curses to WIN!

Try and steal the treasure from the ancient god in a duel of curses. Survive the six curses and her minions long enough to win!

This game is playing around with mechanics or actions that have multiple consequences, like jumping to shoot in Downwell.

have fun, cheers, sorry its buggy!

(A prototype made for the Game Maker's Toolkit game jam. )


X: Jump

Z: Shoot

Left/Right Arrow: Move


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I forgot to mention - I wrote up some thoughts before starting the game about multi-purpose design choices, and how to capture the design ethos of a game without simply aping specific design decisions (the extreme case leading to cloning): https://medium.com/@djdewitt/how-not-to-make-downwell-3ba4f46315a6

I wanted to really granularize this dual-purpose design ethos and build a sort of taxonomy for it, then use that taxonomy to "procedurally" generate dual-purpose design by randomly pairing actions with multiple consequences. I didn't get to fully explore that vision in the time though, so instead we get this, which creates chaos by randomly assigning more and more consequences to various actions.

One thing I did want to achieve was try and make sure that consequences weren't inherently negative. I only skimmed the surface on this, but there is still a distinct pleasure in getting cursed to auto-fire bullets upon turning, only to turn to perfectly kill an enemy chasing you.

Okay that's all have fun time for sleep for me! :D zzzz