Everything in this game could fall into the /r/oddlysatisfying category: its universe, its items, the sounds (we're talking 8-bit ASMR), and we find ourselves strangely comfortably settled in this damp cave filled with neon animals. Its graphics are very close to Environmental Station Alpha with added scanlines (which, for once, bring something interesting graphically).

The key to a successful metroidvania: managing readability on multiple levels. Each screen poses 3 questions: 1. Can I traverse this obstacle? 2. I can't traverse this obstacle yet; I need an upgrade to progress in the game. 3. I can't traverse this obstacle yet, and I will get an optional reward. In this sense, Animal Well perfectly succeeds in its level design and progression.

We can also commend the fact that the game's creator took into account what Hollow Knight brought to the genre in a positive way (the map system, what a joy) and in a negative way (long and frequent run-backs are avoided here).

Animal Well has perfectly accomplished its mission as a metroidvania: annoying me just enough and wonderfully managing its 'EUREKA, let's do this' moments.

Even though the combat aspect is absent, the game still requires some skills. The hunting scene with the dog (or cat?) is particularly memorable. I admit having experienced some frustrations in certain passages that require a lot of item swapping. For some passages, the simplest solution is to open the inventory (which pauses the game) to select your item. This solution is far from elegant and somewhat disrupts the game's rhythm.

Animal Well is a little feat of craftsmanship from a single mind, and what a mind. Bravo Billy Basso, bravo.

Reviewed on Jun 12, 2024


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