
Review · 08 May 2026
Animal Well
A metroidvania where every item is a tool and none of them are a weapon.
BeeGamesLiteWriter · Indies, roguelikes, handheldafter 19 hours
Billy Basso · Metroidvania · PC, Steam Deck · released 09 May 2024 · All 64 eggs, second layer entered, third layer read about
Played 138% longer than the game usually takes to finish.
Tested on Steam Deck OLED · native · locked 60 fps, runs on anything
There is no combat. That fact reorganises everything. In a genre where power fantasy is the reward loop, Animal Well gives you a slinky, a frisbee and a bubble wand, and the animals in the dark stay dangerous for the entire game because you never get the thing that would let you kill them.
Every item has four uses and you find two
The frisbee is a switch-hitter and a platform and a way to fetch things and a distraction. The bubble wand is a jump and a light and a way to hold a door. The game teaches you the first use in the room where you find it and then never mentions the others — it just builds later rooms that assume you worked it out.
That is the whole design philosophy and it is executed with a discipline almost nobody attempts. Nineteen hours in I was still discovering that a tool I had used a hundred times did something I had not considered. There is no tutorial text in the entire game.
- Eggs found
- 64 of 64
- Hours before I understood the slinky
- 6
- Notes taken on paper
- Three pages
It is beautiful in a way screenshots do not carry
The whole thing is built by one person in a custom engine and it uses lighting the way a horror game does — pools of visibility, animals implied at the edge, water that reflects things you cannot see directly. The pixel art is dense rather than clean, and the animation is the best thing about it: everything moves with a specific weight.
Where it slips
The final layers are not really the same game. Beyond the credits there are two further tiers of secrets built around community-scale puzzles — cryptography, comparing notes with strangers, things one player is not expected to solve alone. That is a legitimate and interesting choice, and it also means the game's back half is inaccessible to most people playing it.
The absence of any hint system also produces genuine dead ends. I lost most of an hour to a puzzle whose solution was an audio cue I could not hear over my own fan.
The verdict
Nineteen hours, eight of them for the credits and eleven for the parts after. One of the most confident debut games in years and the strongest argument this site can make that a small game can be a major one.
Play it blind. Play it on a handheld. Keep paper next to you.
Accessibility
- No text tutorials at all, which is the design and also a hard barrier
- Full remapping; the game is playable with four buttons
- Several puzzles depend on subtle audio cues with no visual equivalent
- No difficulty options and no hint system in the base game
Checked during play, not from a feature list. Tell us what is missing and it gets added.
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