Animal Well is a strange game.
On a technical level, it's excellent. The spritework is charming, the music is atmospheric, and the controls are tight and responsive. As a near-solo project, it’s very impressive, and it definitely makes me interested in the dev’s future work. The game's mechanics, though simple, are profound in combination, and their discovery and application in the game's world are genuinely enjoyable-- but even with all those positives I'm not sure I can truly say I like it.
While streaming it to one of my friends, they commented that it feels more like a ‘toy’ than a game, per-se-- and upon reflection I can’t help but think it a cogent enough criticism to warrant mentioning here. Like the many tools which make up the inventory system, such as a spinning top, Frisbee, Yo-yo and bubble wand Animal Well seems to view play as a reward in itself. This isn’t necessarily a bad thing, but because the game has no real narrative to tie it together and gives minimal instruction at the best of times, the gameplay is all it has going for it. If it doesn’t grab you immediately, the laissez-faire approach to its design can make it wear out its welcome, even considering its short length.
Contrary to most Metroidvanias, a lot of upgrades (even those offering massive quality-of-life improvements) are entirely optional because you don’t need them to progress most of the time. There’s no incentive to hunt them down beyond the general desire to explore the map, and you still might miss them if your observation, note taking, and lateral-thinking skills aren’t up to snuff. Likewise, some tools are woefully underdeveloped and are used only a few times; of the 12 main' items, I would say that the bouncy rubber ball and UV lamp stand out as examples where a tighter focus and fewer items would've served the experience better.
True to its name, Animal Well has a lot of depth, but I would argue it verges on being too much. The player’s enjoyment can only last as long as their patience for puzzling through the game’s deliberate attempts to be obtuse does-- and there are secrets in spades, with varying degrees of reward. Towards the end of “Layer 2” (collecting all the eggs and getting the True Ending), scouring the world can start to feel like a bit of a slog, even with all the items and traversal methods unlocked-- nor would anyone operating in good faith fault you for getting frustrated and looking things up.
Animal Well feels like it was built with speedrunners, dataminers, and obsessive secret hunters in mind (sometimes at the expense of normal players), so it should be no surprise to anyone that that’s who it’s most attractive to. There is a palpable and almost perverse glee on display in the inclusion of puzzles that are basically impossible to solve through legitimate means, or that maybe one-in-a-thousand people will even perceive, a-la Forbidden Siren. Hello, barcode-in-the-grass . I personally don’t find this level of engagement to be fun or rewarding, but I do respect the hustle (on both the developer’s and community’s part) even if it’s not for me.
At a price-point of $25 (at time of writing), the game doesn’t really give that much bang-for-your-buck. It’s not hard to see ~100% of it in 15-20 hours, or to beat it even quicker if you just want to see the end, or have trouble picking up on the subtler mechanics. Furthermore, I don’t think there is much replay value because most of the fun is in the initial discovery, rather than the moment-to-moment gameplay.
Still, for all my grousing, I don’t dislike Animal Well, and I enjoyed my time with it enough to both 100% it and write a review. It ultimately has a lot of heart, and I can’t fault it for being what it is. There is a strong creative vision behind it, and I’d much rather games like this be made than the endless litany of subpar nostalgia-bait remakes or corporate slop that the games industry loves churning out for a quick buck Hello Silent Hill 2 Remake . Consider picking it up on sale, if you can.