
"The magic beckons you." A Magical High School Girl is a magic crafting rogue-like RPG! The only weapon you possess is the magic you conjure from within. You can freely name your magic. The elemental properties and effects are generated automatically with what you typed in.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[b][h1]미소녀 여고딩과 함께하는 모험[/h1][/b] [b]여고생을 합법적으로 마음대로 조종할 수 있는 갓겜[/b] 이라고 했지만 실상은 마법 소녀도 고생이란 걸 유저가 노가다 하며 느껴야 하는 게임이다. [b]이하 초반에 유용한 마법들을 소개한다.[/b] ※ 키워드의 띄어쓰기 유무는 특성에는 차이가 없으나 위력에 차이가 있다. 키워드마다 띄어쓰기를 하면 위력이 강해지는 경우도 있고 반대로 약해지는 경우도 있다. - 공격 마법 - 엔젤 퀵 트윈 킬러 스트림 - (위력 4, MP 0, 3열 공격) - (다단 공격, 밀어내기, 즉사) - 위력은 약하지만 노 코스트에 부가 효과가 좋아서 평타로 쓰면 된다. 특히 죽을 때 자폭하는 애들이 있어서 밀어내기 하나는 있어야 한다. 엔젤 퀵 러브 블리자드 - (위력 9, MP 0, 화면 전체 공격) - (동결, 구속) - 초반에 이런 꿀이 없다. 효과 좋은 CC기인 동결과 구속으로 적을 묶고 노 코스트 치고 강한 피해를 준다. 퀵 트윈 오더 베놈 스톰 - (위력 2, MP 0, 화면 전체 공격) - (중독, 악취, 동결, 다단 공격) - 일반 몹에겐 큰 효과가 없고 피통이 큰 보스에게 유용하다. 위력 자체는 볼 것 없지만 위력과 관계 없는 상태 이상으로 DoT를 박는 것이 포인트다. 퀵 트윈 러브 슬립 스톰 - (위력 2, MP 0, 화면 전체 공격) - (수면, 구속, 동결, 다단 공격) - 수면, 구속, 동결 중 하나만 걸려도 그자리에서 움직이지 못하므로 주변의 몹은 많은데 한번에 상대하기 힘들 때 쓰면 좋다. 퀵 트윈 챰 슬로우 스톰 - (위력 2, MP 0, 화면 전체 공격) - (암흑, 저주, 동결, 다단 공격) - 저주는 2턴에 한번 행동하게 만들고 암흑은 시야 상실과 근접 공격을 실패하게 한다. 몹의 움직임을 완전히 막는 게 아니라서 적에게 물려있을 때 쓰는 건 좋지 않다.[spoiler]첫번째 보스 공략 조건이 암흑이다. 보스가 암흑 상태일 때만 피해를 줄 수 있다.[/spoiler] - 보조 마법 - 트윈 대시 - (위력 0, MP 5) - (이동, 다단 공격) - 전방 6칸 위치로 이동하고 중간에 장애물이 있으면 멈춘다. 낮은 코스트라고 해도 이동용으로 쓰는 건 아니고 탈출기로 쓴다. 적에게 물려서 답 없는 상황이거나 적이 쓰는 필살기를 피할 때 필수다. 워프 마법도 있긴 한데 워프는 자신이 원하는 자리로 가는 게 아니라서 오히려 위험하다. 디바인 퀵 리플레 실드 - (위력 9, MP 0) - (피해 무효화, 상태이상 회복) - 이 게임은 초반부터 디버프가 자주 걸리므로 회복 기술은 필수다. 피해 무효화는 마법의 위력에 영향을 받기에 이 마법에서는 큰 효과가 없다. 주 목적은 상태이상 회복에 있고 피해 무효화는 작은 부가 효과라고 생각해야 한다. 안티 퀵 맵 - (위력 0, MP 5) - (맵 생성) - 해당 지역 지형과 아이템 위치는 물론 적 위치까지 모두 나온다. 새 지역에 들어가면 이것부터 쓰면 된다. 이 마법 없이 없다면 답답할 정도로 후반에도 필수인 마법이다. 서먼 코타로 - (위력 0, MP 5) - (마물 소환) - 시전하면 시바견 한마리가 나오며 귀엽게 생기고 낮은 코스트라 약할 것 같지만 소환 마법 중 최강이다. 참고로 이 게임의 소환 마법은 마법 레벨이 올라도 MP 소모량만 줄어들 뿐 강해지진 않는데 이 댕댕이는 집사(?) 레벨이 오르면 덩달아 강해진다. 마법 면역이거나 저항이 강한 적들이 있어서 이것도 필수인 마법이다.
UIが不親切な部分が多い。魔法の合成では合成元と完成品を並べて見せてほしいし、魔物の情報が提供されてもどの見た目のキャラクターを指してるかわからない。攻撃=体力減少というのも好奇心を妨げるような仕組みで、コスパの良い技でチクチクする動きになるため遊んでいて爽快感がなかった。
A Magical high School Girl é um jogo curioso, o jogo é um roguelike tradicional com um sistema que você cria as magias do jogo, o que se parece bobo no inicio, mas quando você entende se torna algo incrivel é divertido de tentar achar coisas nova. O jogo tem uma dificuldade de alta a moderada dependendo de onde você se encontra no momento é o que você tem, Eu não finalizei o jogo então não posso falar muito mais a fundo sobre isso. A Magical High school Girl é um bom jogo com uma mecânica muito divertida é uma pixel arte bonita que eu recomendo para quem gosta de roguelike mais tradicional é e bom espera um desconto.
A cute and fun if not simplistic Fushigi-like. Cool system where you can name new spells which can have certain unique effects (think a simpler version of Treasure of the Rudras). This is a very linear experience where you don't lose your levels when dying, and you restart from the beginning of that "section". Probably not worth $10, but overall good game
好きな魔法を作って戦うローグライク MPとHPが共有なため、攻撃の為にはHPを消費し、接敵して殴り合うのは現実的でなはい このゲームの肝は自由に命名した魔法を駆使するのだが、特定のワードを入れると属性が追加されたり、特別な魔法が出来る。例えば「マダンテ」と入力すれば全てのMPもといHPを消費するクソ魔法が出来るし「クイック」が入っていれば消費が軽い魔法が出来る 有効な魔法を作るのが重要で、ローグライクの拾った道具の取捨選択を好むプレイヤーにはあまりオススメは出来ない
A Magical High School Girl is a dungeon-crawling roguelike developed by illuCalab and published by Sekai Project that takes familiar genre ideas and reshapes them through a highly creative magic system. At first glance, it may resemble many traditional roguelikes built around dungeon exploration, randomized progression, and strategic survival, but beneath its charming presentation lies a surprisingly inventive experience that rewards experimentation and curiosity. Its greatest strength comes from transforming spellcasting into a system of discovery, giving players far more control over magical abilities than most games in the genre. The story follows an ordinary high school student who suddenly finds herself trapped inside a mysterious magical world populated by monsters, witches, and dangerous environments. Removed from normal life and forced into unfamiliar territory, she must navigate increasingly hazardous dungeons while searching for answers and a way forward. The narrative itself remains relatively straightforward, serving primarily as a framework for exploration rather than becoming the central attraction. However, the mysterious atmosphere surrounding the magical realm creates enough intrigue to keep progression engaging throughout the adventure. What truly defines A Magical High School Girl is how it handles magic. Instead of assigning players fixed spells through level progression or loot systems, the game encourages players to create abilities themselves. By entering spell names and experimenting with magical combinations, players generate unique attacks and powers that influence combat and exploration. Certain spells may become offensive tools capable of overwhelming enemies, while others focus on utility or survival. The process transforms spellcasting from a passive progression mechanic into an active part of gameplay where creativity directly influences success. This approach gives the game a sense of unpredictability and ownership rarely found within roguelikes. Discovering useful spell combinations becomes rewarding because progression feels earned rather than handed to the player. Learning what works and adapting strategies over multiple runs creates satisfying long-term engagement. Every failed attempt contributes knowledge that improves future runs, reinforcing the genre's core philosophy of learning through persistence. Dungeon exploration follows traditional roguelike design principles. Environments are procedurally generated, ensuring that individual runs remain unpredictable. Enemy encounters require careful planning and efficient resource management, especially during deeper sections where survival becomes increasingly challenging. Positioning, spell usage, and preparation all play major roles in determining success. The game rewards patience and experimentation far more than reckless aggression. Resource management further strengthens the experience. Powerful spells often come with important limitations, forcing players to think carefully about when and how they use abilities. Upgrading magic, managing magical resources, and balancing offensive potential with survival needs create layers of strategy that keep gameplay engaging across repeated attempts. The challenge remains demanding enough to encourage mastery without becoming entirely inaccessible. Visually, A Magical High School Girl embraces a retro-inspired pixel art style that complements its dungeon-crawling roots. Character illustrations add personality outside combat encounters, while dungeon environments prioritize clarity and function over visual spectacle. The presentation may appear simple compared to larger role-playing games, but it fits the experience effectively. The aesthetic captures the feel of classic Japanese dungeon adventures while maintaining its own charm. Audio design also contributes positively to atmosphere. Music supports exploration and combat without becoming distracting, helping reinforce the mysterious tone of the magical world. Sound effects provide useful feedback during battles and spell interactions, adding extra satisfaction when powerful combinations come together successfully. While repetition can occasionally appear during longer sessions, the overall presentation succeeds in creating an enjoyable atmosphere. Difficulty may divide players depending on expectations. Like many roguelikes, failure remains an important part of progression. Early mistakes can quickly derail runs, and players unwilling to experiment or adapt may encounter frustration. However, those who enjoy gradual mastery and system-driven gameplay will likely appreciate how much freedom the game provides. Success feels meaningful precisely because victory requires understanding mechanics rather than relying on simple progression advantages. A Magical High School Girl stands out because it prioritizes creativity over complexity. The game does not attempt to overwhelm players with enormous feature lists or massive worlds. Instead, it builds its identity around one excellent idea and executes it effectively. The spell creation system transforms familiar dungeon crawling into something personal and memorable, elevating what could have been a standard roguelike into an experience that feels genuinely distinctive. For players who enjoy roguelikes, procedural exploration, and gameplay systems built around experimentation, A Magical High School Girl offers a rewarding adventure that remains engaging through repeated play sessions. Its imaginative mechanics, satisfying progression loop, and charming presentation allow it to carve out a memorable place within the genre. Rating: 7/10
Good little mystery dungeon style roguelike with a novel spell-crafting system. Sadly, it’s missing some modern QoL changes to make this a full recommendation.
久々にスマホゲー以外やりたいなぁと思っててなんとなく見つけたこのゲーム。 ゲーム下手でも本編はちゃんとクリアできる難易度でとても面白かった。 魔法を作るのがキモだけど、自力である程度試して、どうしても思いつかないとか詰まったらネットで調べる方が楽しめるかも。 固有名詞もあったりしてニヤっときたし、この値段でこの内容なら文句なんてナシ!
[h1][b]🎮 Reseña de A Magical High School Girl / 魔法の女子高生[/b][/h1] [h2]Resumen del Juego[/h2] A Magical High School Girl es un RPG indie de aventura con vibra anime donde controlas a una protagonista escolar que se mete (porque sí) en calabozos tipo “misteriosos” con estructura roguelike/roguelite: entras, exploras, sobrevives, repites. Su propuesta se apoya en la fantasía “adorable pero peligrosa”, con runs que buscan engancharte a base de progreso y azar. La primera impresión es clara: esto no pretende ser un AAA ni un drama existencial… pretende que te rías un poco mientras te castiga con mazmorras, decisiones y reinicios. Es casual en el sentido de “entra y juega”, pero roguelike en el sentido de “entra y acepta tu destino”. Y sí: es de un jugador, así que toda la vergüenza cuando pierdes es 100% tuya. [h2][b]Hechizos Brillantes y Maldiciones Discretas[/b][/h2] Lo Bueno: ✅ 🧙♀️ Protagonista femenina con estética anime: cumple lo que promete y no se disculpa por ello. ✅ 🌀 Estructura roguelike/roguelite: ideal para sesiones cortas o para “una run más” hasta que amanece. ✅ 🗺️ Calabozos tipo misteriosos: exploración y tensión constante, con ese sabor clásico de perderlo todo. ✅ 🎮 Compatibilidad parcial con mando: funciona… aunque a veces se nota que no nació pegado al control. Lo No Tan Bueno: ❌ 🏜️ Comunidad minúscula (2 jugadores actuales): si buscas sensación de “juego vivo”, aquí hay eco. ❌ 🏆 0 logros: Steam sin logros es como un examen sin calificación: ¿para qué sufrí entonces? ❌ 🎮 Soporte de mando “parcial”: traducción: “sí, pero no me reclames si algo se siente raro”. ❌ 📣 Con 141 recomendaciones totales, se siente como joyita de nicho… o secreto que ya nadie cuenta. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]7[/td][td]Roguelike sólido para runs rápidas; engancha aunque no reinventa.[/td][/tr] [tr][td]Dificultad / IA[/td][td]7[/td][td]Más que IA “genial”, es el calabozo diciéndote “hoy no”.[/td][/tr] [tr][td]Contenido[/td][td]6[/td][td]Variedad decente para el nicho, pero no esperes un universo infinito.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]Estilo anime/indie agradable; cumple sin presumir.[/td][/tr] [tr][td]Historia[/td][td]6[/td][td]Funcional: excusa para bajar a mazmorras, no para llorar en créditos.[/td][/tr] [tr][td]Ambientación[/td][td]7[/td][td]Mágico-escolar con calabozos; coherente y con personalidad.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]6[/td][td]Chispeante lo justo; no siempre espectacular, pero claro.[/td][/tr] [tr][td]Música[/td][td]6[/td][td]Acompaña bien; difícil que se te quede tatuada en el cerebro.[/td][/tr] [tr][td]Voces[/td][td]5[/td][td]No es el foco; si esperas actuación memorable, baja expectativas.[/td][/tr] [tr][td]Diversidad[/td][td]5[/td][td]Apuesta fuerte por su fantasía anime; fuera de eso, normalita.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]Indie ligero: debería ir estable en la mayoría de setups.[/td][/tr] [tr][td]Rejugabilidad[/td][td]7[/td][td]El formato roguelite invita a repetir… aunque tu paciencia decide.[/td][/tr] [tr][td][b]Total Puntuaciones (Bueno)[/b][/td][td][b]6.4[/b][/td][td]Un indie simpático y exigente: divertido, niche, y sin adornos.[/td][/tr] [/table] [h2]Conclusión (Bueno)[/h2] A Magical High School Girl es ese juego que no intenta caerle bien a todo el mundo: te da mazmorras, magia y repetición con una estética adorable, y te dice “si no te gusta, la salida está por allá”. Como RPG indie de aventura con corazón roguelike, funciona y entretiene, especialmente si disfrutas la sensación de progresar a base de golpes (literalmente). Eso sí: el panorama social es… íntimo. Con 2 jugadores actuales, esto se siente como entrar a una tienda de discos donde solo estás tú y el dueño. Y aunque 141 recomendaciones totales hablan de una base que lo aprecia, también deja claro que es una experiencia de nicho: o conectas con su loop, o lo abandonas sin mirar atrás. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 6.4/10 Número de jugadores activos al momento de hacer esta review: 2 Descuento máximo registrado: N/A Veredicto: [i]Si te gusta el roguelike con estética anime y no necesitas validación de logros ni multitud, adelante; si buscas algo “grande” o muy moderno, mejor pasa de largo.[/i] Una compra recomendable con reservas: tiene encanto, tiene castigo, y tiene esa vibra de “juego pequeño que hace lo suyo”. Solo no esperes que Steam te aplauda con logros ni que la comunidad te reciba con fanfarria: aquí vienes a grindear… y a aceptar tu destino mágico.
I would have liked to give this a positive review, as this has the makings of a good game, but it has too many issues. I personally ended up dropping it due to frustration after spending a while trying to get through the second dungeon. I might come back to it at some future date. At first, I did enjoy things, at least until I reached the first boss. The game is a turn-based tile-based dungeon crawler vaguely in the style of Rogue. A much more apt comparison would be Pokemon Mystery Dungeon. As someone who holds Rogue, its successors, and Pokemon Mystery Dungeon in high regard, I had high hopes for this game. First, the good things. The game looks very nice. The control scheme is a little wonky but has all the essentials, including the ability to turn in-place without making a move. There is a good variety of spells, effects, and items, so you can experiment a lot, with some caveats which I will explain. Now for the catch. The main feature of the game is the ability to make your own spells simply by using the "Anonymous Magicite" item and naming the spell you want. This sounds great, but in practice this system is not as fun as it sounds. Many words have effects which are completely unintuitive, or have inconsistent effects. Even changes in capitalization can screw up a spell. The only way to find out what a spell will do is to create it. The only item you can use to create spells is very rare, which means that a lot of the time you end up with something useless and have used up a very rare opportunity. The only way around this is tedious save scumming or just looking up good spells online. Another issue is the difficulty. Even if you manage to get good spells, the game is quite harsh. Enemies are tough, and generally kill you in 1 or 2 hits from full MP. This is exacerbated by the fact that your MP is also your health, so if you cast powerful spells, you become even more vulnerable, and if you take hits, you cannot cast powerful spells. The only way to increase your MP is to grind levels, which takes a long time. And if you die, you lose all items and money, except badges and staves. Getting new badges and staves is expensive and finding them in dungeons is rare, so it is difficult to afford upgrades. The enemies also have many overpowered special abilities. In particular, many enemies have the ability to summon copies of themselves. This gets out of hand very easily and winning such an encounter is only really possible if you have very powerful area spells or are very overleveled. Another annoying enemy are the little exploding guys who blow up when they die and take off half your health, making it necessary to kill them before they can get close to you, which means using expensive high-damage spells. The last major issue is the English translation of the game. This ties in with the unintuitive nature of the spell naming system. But the very odd translation also makes it very difficult to tell what items, spells, or effects do. A food item described as "Godly" is significantly worse than an item described as "Tasty". Huh? All the issues combined made me feel like I was just pointlessly repeating the same thing over and over, without making any progress. I think with some adjustment this could be much more enjoyable, but as it is I found it frustrating.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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