
Lady Ligeia, the legendary and magnificent witch, welcome to the House of Usher. Roderick Usher is scheming to resurrect the wicked witch Lenore. We are in dire need of your great Machina magic. Please save us.
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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*, Simplified Chinese, Korean, Traditional Chinese*languages with full audio support
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
一款很有想法的横版动作游戏,但不值得作为很高顺位的游戏选择,适合用小头而非大头游玩。 游戏的主要优点如下: 1、整体美术水平很高,角色很好看。 2、战斗系统的内容比较丰富,有很多不同的连招机制与可用技能。 3、剧情还算比较有意思,魔女、恶魔等西方奇幻要素运用的很得当,角色对话也很有意思。 4、全程有配音,配音指令还算不错。 游戏的主要问题如下: 1、尽管赋予了角色很大的操作空间,但实际手感有些不尽如人意,闪避的方式也不太符合现代横版游戏的习惯;虽然可以搓招,但游戏后面的霸体怪太多,技能威力不足而法术资源富裕,所以还是演变成了无限按技能。 2、动画细节欠打磨,主角的跑步动作跟个鬼一样,像是只做了跑步循环的前半段搁那儿循环播放。 3、地图重复度实在是太高,来来回回就那几张本身就类似的图换个颜色,玩到后面视觉上有些疲劳。 4、系统功能华而不实,这菜单就是一坨史,反直觉滚动方向、技能启用与否表现极其不明显、一堆烂七八糟按键完成一丁点儿工作;引导也是一坨稀,拽那么些文词儿干啥你告诉我按什么键去什么地儿就完了,本来游戏就没完全汉化一堆歪七扭八的洋文还不把话说明白了。这设计师估计还觉着自个儿设计这些可帅了,游戏发行前一天轻哼了一晚上没睡着觉,结果好么上线儿完了一瞅销量直接睡过去醒不来咽气儿了。 总而言之,这是一款很有想法但实际体验不太好的横版动作游戏,虽然不至于给差评,但也不太推荐在有其他选择的情况下入手。
主菜单和各种需要旋转的菜单都和直觉相反,也没有选项改一下,难受死了
A unique game with a charming art-style, cool music, and an interesting combat system, but sadly extremely let down by its controls and overall lack of polish. So much stuff just feels very incomplete, starting with the confusing menus, the lack of options, even more confusing map navigation, some looping sound effects, the music resetting itself every room, and the oh-so nonexistent input buffer combined with some extremely slow recovering attacks that adds up to a very clunky combat experience. I often took dozens of minutes completing a training combo because the enemy wouldn’t properly align with some attacks, or because it’s still in its long and unclear waking up animation. The story also might be gibberish at this point I don't even know, because it's talking waayyy too often for not much. There are a lot of back and fourth with the menus because of really weird systems like the rewards that you can totally farm in training mode for some reason. Some scenes are also really bizarre, with some lines or even full artworks showing for just one or two seconds, then already moving on without even waiting for an input or anything... All of that results to a pretty (save for some horny designs) but quickly frustrating experience, which saddens me because Mech-Witch is peak design.
游戏是好游戏,但没有云存档,所以这差评我给了
the good graphics are nice fun to use multiple skills both of ground and air attacks to make combos character interactions are fun the bad story is short enemies don't have that much health so even with simple combos you can kill them before they get a hit in no way to quick jump to locations you already explored I think the game uses some kind of random encounter system to see if when you enter a room if you start a fight or not good game that just really need to make it so that enemies have more health so that you don't kill enemies so fast
算是横版无双割草游戏吧. 游戏真得很简单, 最高难度容错也相当高. 而且敌人的AI很简陋, 最终boss居然会被风筝死. (如果boss要使用近战攻击, AI会先向玩家进行移动, 在移动到攻击范围前是不会停止的, 所以你只要跑得比敌人快就可以风筝死所有敌人). 不过设定上女主是个龙傲天, 我也没啥可说吧. 剩下的亮点就是哥特美术了, 高情商:你一定要非常非常喜欢这个美术才得玩得下去.
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] I really didn't want to rate Black Witchcraft as not recommended. I enjoyed many things about the game and will still refer to it as one of the most unique games I have played so far in my gaming career, but the problem is that it cannot realize its full potential in its current form and genre. [h2]I can't believe this game made me read English literature[/h2] Black Witchcraft is a game that takes heavy inspiration from Edgar Allan Poe's works, and especially "The Fall of the House of Usher" to forge its story, while also adding other supernatural and science-fiction elements of its own to the mix. The story begins in a world of fantasy and science fiction, where witches, demons and their respective hunters exist. You will take control of a legendary witch named Ligeia, who has to stop a former witch hunter by the name of Roderick Usher from breaking the seal on a powerful witch known as Renore and freeing her. If you have even a little bit of familiarity with Poe's work, you will immediately notice how the game is utilizing the same characters and even some similar events in its story. The game even quotes lines from Poe's work in-between chapters to make you certain of its inspiration source. But thankfully, those only remain as references and the game does its own thing to prevent the story from becoming predictable. And I am glad to say it does have a pretty interesting story. The game makes good use of its inspiration sources and creates a decent amount of background information for its world, the dialogues between characters and their relationships are nicely done, and the professionally voice acted cutscenes just elevate the quality of storytelling to another level. However, the story does have a couple of issues. For starters, one of the requirements in deciding which of multiple endings you will get is hidden, and you can easily lock yourself out early in the game due to not knowing it. The amount of story events and background details is also too much and negatively impacts gameplay, which I will explain in detail later. Lastly, there's the issue of extra DLC prologue campaign being inferior to the main game, as it completely lacks voice acting. [h2]Stellar audiovisual presentation[/h2] Obviously, simply referencing the work of Edgar Allan Poe is not enough. If you want to make a game inspired by gothic influences, the audiovisual presentation must also be up to par with the story premise. And the game does deliver in that regard as well. You can take one look at the game to realize a lot of work had gone into its visual presentation. Character and UI designs are incredibly stylized and detailed. The character and menu animations are done very well, considering the engine (Game Maker). The artworks that get shown before or after each major story plot points are incredibly well-drawn. The music tracks have the same situation, each being very well-composed and in line with the game's tone, although they get a bit repetitive due to excessive reuse. But even so, the visual presentation is also the game's biggest issue when it comes to its user interface. Menus are highly overstylized, to the point that opening them for the first couple of times brings you nothing but visual overload and a whole lot of confusion. Each of the menus have different designs and sub menus, so it will take you a couple of tries to find out what you are actually looking at and how you are supposed to navigate them. [h2]This game should've been in a different genre[/h2] Unfortunately, the gameplay is where the game stumbles. I am aware that we cannot expect a lot from a small development studio and the current gameplay style does have qualities of its own, but I think it is obvious that Black Witchcraft has more chances to shine as a straightforward hack & slash with platforming sections, or a metroidvania for the best results. What we have here only hinders the game from realizing its vast potential. The gameplay consists of two parts: Navigation and combat. Each level is broken into several small areas, with them containing special structures and events, battle arenas, or literally nothing. But instead of having doors or corridors to pass through, you open portals to navigate between these areas and the way you do this is quite confusing in itself. To put it simply, you have to activate a colored waypoint with the RB button (on a Xbox controller) then move to the direction it's pointing towards (left or right) to make a portal appear and then enter it to get to the next area. However, you'll need to move in more directions than just left and right, and the colored waypoints are not exclusive to a specific direction and can swap places. Such navigation system makes it so that you constantly have to open the map to find out if you are going the right way. And this is without mentioning that you frequently have to rotate the area map in a puzzle-like manner to align area paths and be able to progress or access optional areas, and you might get stuck at these parts for a while. Not only that, the level music keeps restarting every time you switch areas instead of playing normally, further making navigation tedious. The other problem with the navigation that I briefly mentioned at the start of this review, is how much it gets interrupted by the story. The game CONSTANTLY forces you into conversations between the characters, desperately trying to tell a fleshed out story with a lot of background details in an extremely limited time. So much so that I would not be lying if I say at least 60 to 70 percent of the game's length is just story dialogues. [h2]Demon Might Weep[/h2] Then we have the combat. From time to time, you will get locked in infinitely scrolling arenas, with enemies approaching you from the left or right side of the screen. Here, you will have to dispose of them in a 2D hack & slash manner. On one hand, the combat system has some qualities. It gives you an arsenal of attacks to work with, lets you change which command performs which special attack, and allows you to enable/disable combat modifiers at will. Don't have a habit of blocking? Turn it off in exchange for more attack power. Always get hit by the enemies? Turn on a modifier that gives you more experience because of it. Don't like auto combos? Turn it off. And you can change these or reset your stats at any point in the game without drawbacks. This is a really good combat system that allows anyone with any skill level be able to enjoy it. It gives players a lot of freedom to customize how they are going to fight. However, the game doesn't use this combat system properly. It offers you all these abilities and modifiers, and even teaches you various combos in a very KOF13-like manner (in terms of combo length and difficulty), but you won't get much chance to use the synergies and combos effectively. There are armored enemies (grounded and flying) who cannot be stunned/juggled and for the rest of the enemies, it's much more efficient to get them stunlocked in a simple grounded combo, as the screen can easily be filled with tons of visual clutter while in combat and make you unable to see threats. Combat also appears clunky in some aspects. Hitboxes are janky at times, resulting in you not hitting the enemy even though you should absolutely be able to. Enemies' sprites can go behind each other, effectively hiding themselves and their attacks. And some of the abilities, like the dodge move, are executed in a delayed manner which is not very suitable for hectic battles of this game. [h2]TL;DR[/h2] Another unfortunate case of unrealized potential. The game does a lot of stuff right, especially when it comes to its story & audiovisual presentation, but sadly stumbles when it comes to its gameplay.
You can play as the Tony Stark of Witches in a character building detective 2D combo action mystery drama game. Kinda jank, so don't spam button inputs and it shouldn't bug out that much.
80/100,總體玩起來很愉快,美術音樂都讓人舒服,戰鬥爽快,劇情中規中矩 後期那個轉盤有一些小Bug,然後隱藏結局如果沒看過主線結局直接去看會覺得莫名其妙 但其實還蠻滿容易在還沒跑完第一次結局時就直接打進去的 然後就是希望能補上雲端存檔功能吧
人物动作不算僵硬,但是也不是很流程那种,总感觉手感怪怪的,打击感不太好,不干脆。设计上也有点怪,主角身板特别脆,有些攻击看着可以防御,实际又无法防御。容错率比较低,可能比魂类游戏略高吧。看着地图很大,实际只能这么走。恶魔城和银河战士也是只能这么走,但是设计的好,体感上是让玩家觉得,呀,我发现可以这么走。玩家认为的我觉得,其实还是设计好的。但是这游戏不是,这游戏没有这种玩家内心冒出,我发现可以i这样,我觉得还可以这样。没有的,就是纯纯安排好的。有种不想去这么走,又不得不走的无力感。反正最多给到的就是及格线吧,入手需要谨慎。至于音乐啥的,没有啥亮点,一般般吧。总体就那样,不玩不会后贵,玩了又不会特别觉得爽的那种。
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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