I encountered some difficulty starting the game with graphical bugs, relying on FluffeyPanda to find the UI where there was none, but playing the game with an invisible player and enemies could only go so far as the first level. I continued on my backup computer, and while it ran much slower, together with the diverse range of sample rates for the music it achieved a crunchy flash game aesthetic that was fun while it was simple. Once I was instructed into tight channels with precise jumps, the frame rate issues started to bear their fangs on me, but the endgame difficulty was luckily more relegated to the bullet time mechanic.
The game is a mazer with a pair of mild and slow tempos, and the complexity of the project's design has seemed to disallow them from mixing together too gradually. More confidence with designed failures would have led to more fidgeting away from pitfalls and subsequent frustration, but the movement ability inlaid with the attack has a strong foundation for unique Nerve motivations.
Downwell's sense of physics and movement is so fluid and refined to a degree that only a few games achieve; the link between movement and attack is an invaluable concept pulled from the likes of Mario Sunshine and placed in a "down only" setting for which it was perfectly suited. Likewise, a "bullet time only" sequence that wasn't simply a black box may have set my experience into a rank above.