Downwell Beginner's Guide: Reading Enemies, Combos, and Weapon Choices
Edition: PC (Steam), Normal mode. Color descriptions refer to the default palette. Sources checked: October 14, 2026. Not retested through hands-on play.
Do not try to stomp every enemy you see below. First distinguish their fill colors and outlines, and leave stompable enemies as ammunition refill points. Before extending a combo, learn how to end it with a safe landing.
Look Before You Stomp: Identifying Enemies with the Default Palette
A red dot alone does not necessarily mean an enemy cannot be stomped. Distinguish enemies with white outlines from enemies filled in red. If you have changed the palette, do not apply these color descriptions directly.
| Visual cue or example | Action to choose | Action to avoid |
|---|---|---|
| White-outlined Bats and Floating Jellies | Line up above the enemy and stomp it. A successful stomp fully refills your Gunboots ammunition | Touching an enemy from the side or underneath. Even stompable enemies are unsafe to touch from the side |
| Red-filled enemies such as Snails | Line them up directly below you and defeat them with Gunboots to clear a path | Jumping onto them as if they were ammunition refill points |
| Turtle | Stomp its shell from above. Recognize it as an enemy that shots cannot damage | Continuing to fire and then making contact from the side |
| A dense group of enemies you cannot identify | Move sideways out of the enemy column and land on a normal platform to refill ammunition | Falling onto unidentified enemies just to keep a combo going |
A Practice Sequence for the First Cavern
This example applies if you see the following arrangement. The well is randomly generated, so it is not a fixed sequence of enemies that appears every time.
- Look for a white-outlined enemy and a platform beyond it on screen. If you need to descend directly above a red enemy, shoot it first to clear the way.
- Move left or right to line up above a white enemy. Continuing to fire until the last moment can kill the enemy you meant to stomp, so release fire and stomp it.
- After bouncing, check that your ammunition has refilled. Move to the next white enemy, or fire briefly only when needed to slow your fall.
- If the next enemy is red, shoot it and use the white enemy beyond it as your next refill point. Do not try to replenish ammunition by stomping a red enemy.
- If you cannot see another safe enemy, descend onto a platform. Landing on a normal platform ends the combo, but refills ammunition and lets you calmly choose your next landing point.
- If you see a time-stopping circle called a Timevoid at a side passage entrance, move inside. Entering without first touching the floor outside the circle preserves your combo while you rest or shop.
What Continues or Ends a Combo, and the Rewards
| Action or milestone | Result | How to use it |
|---|---|---|
| Defeat an enemy, then defeat another without touching a normal floor | The combo continues. Enemies defeated by shooting count too | Mix in shots while leaving enemies you can stomp |
| Stomp an enemy | Fully refill ammunition while maintaining the combo | Refill before shooting alone exhausts your ammunition |
| Land on a normal floor | End the combo and collect its reward | After reaching 8 enemies, safely cash out rather than forcing the combo to continue |
| Land on the floor inside a Timevoid | Rest while keeping your combo | Do not touch an outside platform on the way in |
| Finish with at least 8 enemies | 100 gems | Aim for 8 enemies first, then descend onto the next safe floor |
| Finish with at least 25 enemies | Also receive healing | Aim for this when a safe enemy sequence is available; do not keep going for healing until you take damage |
- Increased charge capacity is also a combo reward, but sources disagree on whether the required combo is 15 or 16. This guide does not adopt a fixed threshold; check the displayed capacity instead.
Adjusting Your Actions After Picking Up a Weapon
| Weapon | When to try it | How to avoid running out of ammunition |
|---|---|---|
| Machine Gun/Noppy | Practice short shots while descending and adjusting left or right. Noppy's shots angle in the direction you move | Avoid holding fire continuously; stop shooting when directly above the next enemy you can stomp |
| Burst | Use a short burst to defeat an enemy directly below | One input fires several shots, so change the habit of holding the button until you land |
| Laser | Use piercing shots against enemies lined up vertically | Do not fire repeatedly with its low charge capacity. Choose your next refill point before shooting |
| Shotgun | Hit enemies spread to either side with buckshot | The spread can kill enemies you intended to stomp. Keep your firing line separate from the enemies you are saving as refill points |
Practical Examples for Using Upgrades You Find
| Upgrade | What changes | Actions to plan |
|---|---|---|
| Gem Powered | Collecting gems replenishes ammunition | Move toward gems after defeating an enemy, check your ammunition, then fire again |
| Gem Attractor | Attracts nearby gems | If you have Gem Powered, reduce the large sideways movements needed to collect gems |
| Reverse Engineering | Shoot weapon modules to change their type | Use this when you do not want to replace your current weapon. Read the display before picking up a module |
| Laser Sight | Shows your downward firing line and increases range | Aim at platforms and red enemies below, while avoiding killing stomp targets from far away |
Recover from Mistakes in This Order
- If you stomp a red enemy, escape sideways instead of charging straight into the next one. Reach a safe floor or Timevoid and check the enemies' outlines again.
- If you are out of ammunition, continuing to press fire will not slow your fall. Line up above a white enemy or a normal platform.
- If you shoot the enemy you intended to stomp, abandon that planned refill point. Choose a new platform and accept that your combo will end.
- If collecting gems does not heal you, choose a healing item at a shop. Check gems, ammunition, and health as separate displays.
Frequently asked questions
Can I stomp every enemy?
No. With the default palette, shoot red-filled enemies and distinguish them from white-outlined enemies you can stomp. Turtles cannot be damaged by shooting and must be stomped from above.
Does shooting break my combo?
No. A combo ends when you touch a normal floor. Stomping enemies lets you continue while refilling ammunition, and inside a Timevoid you can touch the floor without losing the combo.