
Witch and Lilies is a 3D dungeon-crawling RPG where you foster romantic relationships between girls. Form a party of five girls from ten unique classes to navigate dangerous dungeons - all the while managing the relationships between them!
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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**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
[h1][b]咲き散らかせ百合パワー![/b][/h1] ……残念だが、そこまで咲かないのだ。 [b]クラウドファンディングのリターン[/b]として頂きました。 内容は[b]オーソドックスなDRPG[/b]に[b]百合要素を付け足した[/b]感じ。 自分は世界樹の迷宮は未プレイなのですが(同系統ならWizを少々と、ルフラン・ととモノをクリアまで)ほとんど世界樹と似た手触りみたいです。 [b]難易度としては上の下[/b]ぐらい。ウィザードリィやととモノみたいに[b]死んで蘇生失敗してロストとかは無い[/b]のでまだ有情。 ダンジョン内も、[b]壁を通過できる隠し道[/b]がわりとあり、階段周りに意識して設置されているので一旦引いてから再突入がしやすくなっているのも良い。見えづらいけど、全ての階層に有るので安心して。 自分の場合は 前:斧ウォリア、剣ウォリア、ナイト 後:ヒーラー、ウィザード という硬派な構成を選んでしまったということもあり 攻めて、守って、回復というシンプルな戦法で終始進み、レベルMAX状態でなんとか裏ボス撃破まで到達。力押しだけでなくアイテムを駆使する必要もあったりしてバランスとしてはまぁまぁだったのではないかなと。 というわけで、[b]『ゲームとして十分遊べる』[/b]のでオススメです。 困ったらレベルを上げればなんとかなる。 あとはスキルツリーで異常耐性も取ってると安心。 [b]じゃあなんで賛否両論なの?[/b]といいますと もちろん、[b]悪い部分もあった[/b]からですね。 [b]一部クエストのフラグが立たない[/b]バグや[b]ストーリーが進行できなくなる[/b]バグがあるみたいです。自分は運よく遭遇せずに最後まで遊びきれましたが。(これらはアーリー終了までに修正されることでしょう) [b]後半のボスの異常と思える強さ[/b]も不満の一つかもしれない。 そこはDRPG特有の高難易度要素だと割り切ったけど、[b]状態異常と高火力の属性全体攻撃はしっかり対策しよう[/b]。まぁ敵の攻撃の種類は雰囲気で察するしかないんだけどね。 どの属性なのか、物理なのか魔法なのか、判別付きづらい。ただ、大概のことは過剰なレベル上げでなんとかなる……はず。 あと、[b]“転職”システムのメリットが分かりにくい[/b]。 レベルを10下げて他の職に転職できるのだけれども、[b]前の職の技は使えなくなってしまう[/b]のでただ単にその職のキャラを1から育てる手間を省けるだけ、みたいな印象を受けてしまう。 好きな外見と職を組み合わせられる……メリットかな? もしかしたら、種族によって基礎ステータスが違うのかも? このあたりを検証している人がいるといいんだけど。 それと、[b]最大の問題点[/b]として他の人も挙げている [b]『肝心のウリである百合要素が薄い』[/b]点。 チュッチュしなよチュッチュ。無かったよね? [b]立ち絵だけで顔赤らめてウフフじゃあないんだよ[/b]。 手を絡め足を絡めてさぁ、色んな所を絡めるんだよ。好感度MAXでイチャラブスチルぐらいは期待してたのに。ダンジョン内のキャンプで二人で抜け出して?どこかから帰ってきました、はい終わり? 全年齢ってのもあるんだけど、[b]全体的に淡泊[/b]だった印象。エロは求めてないんだけど、[b]“仲良し”止まり[/b]って感じ。[b]それなら男でもいいじゃん[/b]、となってしまう。キャラ外見の組み合わせを考えれば全てを網羅ってのは難しいのも分かるんだけどね。 この"百合要素"は戦闘にも関わっており、好感度の上がった二人に共同作業をさせると[b]特別な”パートナー”[/b]となり、[b]ユニゾン砲[/b]が使えるようになる。(正式名称なんだったっけ……) [b]敵全体に強力なダメージ[/b]、もしくは[b]味方全体HP&異常回復。[/b]序盤は重宝するのだけれども、中盤以降は[b]『1ターン耐えてこれ撃つ必要ある?』[/b]という威力に収まってしまうのが残念ポイント。MP消費無しでそこそこのダメージを出せるのはありがたいけど。 [b]ユニゾン砲はパートナーが死んでいると使えない[/b]ので複数とパートナーになったりすると安定するのかも。[b]5人パーティなので最大4股[/b]。[b]百合ヘキサゴン[/b]である。 ただ、[b]他の女の子とイチャラブしてると不満度が溜まる[/b]のでいつかは[b]破局してしまうリスク[/b]も抱えてしまう。しかも、[b]イチャラブの相手は勝手に決まる[/b]仕様。ワイ(リーダー)はそんなこと許しちゃいないんだけどなぁ。 不満度の溜まり方はある程度アプデで改善されたので、よほど無茶苦茶やってない限りは大丈夫かな。少なくとも固定カプを維持していれば無問題。 というのが、ざっと挙げた問題点になります。 自分がそこまで百合狂いでもないので[b]『そこそこ難しいDRPGだったかな』[/b]程度で収まっていますが、そこを期待していた人にとっては肩透かし感が大きかったのかなと。 もちろん、[b]良いところだってある[/b]んだよ。 まずは、その[b]ビジュアル[/b]でしょうか。 キャラクリで分かるのですが、[b]各職のデザインがとても良い[/b]。TRIGGERの[b]『宇宙パトロールルル子』のイラストレーターさん[/b]ですね。[b]この作品の旨味の7割はこの部分[/b]です。 各クエストの[b]依頼主のデザインもとても良い[/b]。可愛い。クエスト完了したら大半はもう会うことができないのがもったいない。クラファンのリターンで[b]アートブック[/b]を貰っててよかった。 あとは、[b]戦闘のバランス[/b]かな。 難しい難しいとは書いていますが、頑張ればクリアできる範囲。自分は骨太なRPGとして楽しむことができました。また1から遊ぶかと言われたら『うーん』となりますが。いろんなジョブを試してみたら、もっと簡単に勝てる組み合わせも見つかるかも? かなり長々と書いてしまったけれども これでもまだ隅から隅までは書ききれていないか。 少なくとも言えるのは、[b]『まだアーリー作品である』[/b]ということ。挙がっている声を上手くフィードバックに落とし込んで、より良い作品を作っていただくことを祈るばかりです。 まだリリースされて1か月経ってないんだよね……。 [b]来年の頭には新ダンジョンが追加予定[/b]らしいし もうクリアしてしまった人も、まだまだ遊べるドン!
While I understand this game is in early access and it could improve later on, but at the time of writing I wouldn't recommend this game unless you're into DRPG games and already played the other titles that are available on Steam. I find it alright. As far as I know it was made by Experience? I bought this game more on because "oh! Another DRPG to play!" reason. I liked their other titles like Operation Abyss/Babel, Stranger of Sword City, Demon Gaze, Class of Heroes. At least this game doesn't really feel like other Wizardy-like DRPG games (I kinda wished they'd make continuation to the Tokyo Babels or SoSC stuff tho). Each characters gains skill points where you could tweak to put into skills of your liking. Anyway, for the cons: 1) The maps is too dark to see clearly. In DRPG I'll typically just look at the minimap while moving anyway but the position of the minimap at the top-right makes it painful for my eyes. And this compounds with the dark maps - so you have to use the minimap to see where you're going. Navigating in dungeons is like having my eyes rolled up all the time. This is the one thing that stopped me from playing! 2) The 'yuri-isque' part of this game is more like funny than meaningful. Having the characters kept on asking for a date and then getting rejected on repeat is hilarious. 3) Content is kinda barebones. 4) The story is honestly I couldnt care about. I'd still continue on playing other games like Labyrinth of Coven/Galleria because I am much more invested with the story but I honestly dont care what happened in this game lol. Wont recommend this game for general audience but it's passable if I compare it to other DRPG games. The artstyle for the characters is cute at least.
早期アクセス終わるを待っていたが、ちょっとプレイしました。 フォントが小さく過ぎて、読めません。 もっと大きなフォントか、自分たちでサイズ選択できるがあるとありがたいてす。
had promise but nearly a year later from the last updates, the game is practically abandonware without notice when it wasn't even finished (according to their own roadmap). very sad
I really like this game as a fan of the Party-Builder Dungeon Crawler subgenre. I wouldn't recommend this solely if you're looking for yuri, since it's more of a side thing mechanically. There are a lot of minor errors (typos, name mixups later in the game (specifically in the third layer, text on the ui being formatted strangely) but there aren't many bugs especially early on, and when I encountered a game-breaking error, it was very quickly resolved. I'll update my review as development proceeds, there are things I'd love to see like a codex for enemies / items. I also want to note that for those new to the genre this game is definitely not easy, and you'll probably spend a few hours grinding per layer. But this has been very enjoyable, especially as a fan of the genre.
百合ゲーを期待すると肩透かしを喰らいますが、ダンジョンクロウラーだと思うとかなり味のするジェネリック世界樹です。 世界樹の迷宮シリーズを遊ぶとき、誰しも自分のパーティのキャラクターたちのやり取りを妄想すると思います。このゲームにおける「百合」はその妄想に対するシステム的なアシスト程度のものです。 今のところゲームバランスはかなりライトで、第一階層で即死、みたいなのは起こりません。 シナリオもゲームブックのような雰囲気ではなく、なろう小説のような軽い文体なので、これもかなり人を選びそうです。 他レビューにもあるのですが、ショップでまとめ売りができなかったり、パーティ編成画面の操作性が悪かったり、TALKを選んだときのトランジションがテンポを損なっていたり、とにかくUX周りの詰めが甘く、コマンド選択だけで遊ぶゲームである以上、そこはこだわってほしかったなあ、と少し残念でした。改めて世界樹の迷宮ってすごかったんだな。 ですが、ジェネリック世界樹であることがこのゲーム最大の良さです。 世界樹の迷宮シリーズを遊び尽くしてしまった僕のような人種にとっては砂漠の中の一滴の水のようなもので、そういう不満点を抜きにしてありがてえゲームです。世界樹の迷宮シリーズをやったことがない人はそっちを先にやったほうが良いと思います。僕のおすすめは3。
This has been very fun so far, there isn't a lot of hand holding or documentation, I don't see that as a problem but others might not like that. I wish I could get some explanations like how the training buffs work, how long they last etc, maybe I missed it. Gameplay is similar to some of the other crawler dng rpg's such as EO and to minor degree the mary skelter series. It's very grindy so if you're not into that, perhaps stay away. Overall its been quite fun, there are some things that aren't translated yet but doesn't really detract from playing the game too much.
Game is fun. I love skill trees. Giving me the choice between different jobs to fill the party, and allowing me to choose the skills I think are worthwhile allows for a gameplay experience that has the possibility to be unique over repeat playthroughs. And even with a single playthrough, it allows your team to be tailored to your playstyle. If it all ends up working as you envisioned it, and you are tearing through random encounters and bosses, it feels good. Some jobs are a bit broken right now, though since the game is still early access this is all subject to change. As many have figured out, Bestia obliterates most obstacles in the game quite easily. My vote for most broken class right now probably goes to Necromancer. Inflicting status ailments seems way too easy with necromancer. It doesn’t help that the enemies seem to not gain any resistance to the ailment after you successfully inflict them with it, and if they do this resistance isn’t strong enough. This means that inflicting the ailment again in the same fight stays easy. Almost all bosses in the game can be easily beaten by locking them into confusion. Doing this can make the game a bit boring. Bosses are one of the main complaints, mainly witch aura. Witch aura is an attack a lot of bosses have that usually involves a fast party wide attack with status ailments. The main problem is a lack of counterplay to it. I don’t think it is as bad as others would have you believe. A bit of resistance to the element of the boss + healing on turn 2 and it is mostly fine. It does feel like kind of a cheap way to make bosses a bit harder, and the lack of counterplay makes it feel unfair. Unfairness does not equal hard, but it can lead to frustration. The dungeon crawling is a bit barebones. Although layers of the dungeon differ visually, they are largely similar in mechanics. The only out of battle obstacles you will encounter are a few damage tiles (or a lot of them in the second layer) and high witches (enemies visible within the dungeon). High witches have the potential to make different floors more distinct and interesting. You are not supposed to fight them when you first encounter them. This means that when you are first exploring a floor, you are supposed to avoid them. If each type of high witch had a distinct way of moving, it would be up to the player to figure out their movement on each floor to avoid them. It would present the player with a new puzzle each floor, with the potential to combine the different mechanics later in the layer. As of now high witches differ on 3 aspects: They move in a set pattern or are stationary. They chase the party or they don’t. The amount of spaces they can move for any 1 space the party moves. These variations do not keep the exploration interesting for 30 floors. Keeping the high witches as they are is also fine, but then the dungeon could use some more variation beyond normal tile, damage tile, and door. The game is advertised as a yuri game for yuri fans, but as of right now this aspect of the game is pretty barebones. It is present in npc dialogue (mostly quest givers in the pub) and of course the relationship aspect of your team. But if you left out all references to yuri the rest of the game would not change much. It is a drpg with some yuri sprinkled on top, definitely not a yuri game first and foremost. I don’t care for the yuri aspect much, but I can understand why you would be disappointed if you were looking for a yuri game. This is also where another main complaint I have seen comes in. Your party members can form relationships with each other, which leads to follow-up attacks in battles and the possibility for a bond attack (something you will never get off considering fights don’t last long enough for your bond gauge to build unless you are using items). The problem lies in how the game presents you with several events every time you return from the dungeon, and if one of the characters involved already has a partner this will lead to jealousy events. Jealousy builds dissatisfaction, eventually breaking any relationship you try to build. Also, since these events seem to randomly decide which characters to include there is little player control. I believe there isn’t much of a problem here. The game does have a skip button now, which allows you to go through all these events much faster (although it is still kind of annoying). The player does have some modicum of control by pairing characters up for training, gathering, and cooking after each dungeon session. In my experience, as long as you keep these pairs consistent the relationships will last throughout the game without breaking due to dissatisfaction. This does mean each character can only have one partner (with your 5th member without one). I do agree that other methods of building or changing relationships could be a welcome addition. Finally, the story. I actually kinda like the story. I think it does a good job of establishing a world beyond just your town of Coffin Rock. It slowly builds a narrative of a world ending calamity that can be stopped by exploring this dungeon. But it is clear that even if you do prevent this calamity, that the country you reside in is still kind of a bad place with a lot of problems. Problems that just exploring will NOT SOLVE in a convenient manner… Right? Suffice it to say, I am not very happy with how they handled the ending of the story. This game definitely isn’t the best in its genre right now. However it is still in early access and I still had a good time with what is available right now. And what is available is a complete experience, with an end and a postgame. In that sense it is promising. A full game that is already somewhat enjoyable, but will still be in development for the foreseeable future. We can only hope it gets even better, right?
Abandonware ♥♥♥♥♥♥♥♥♥♥, I want my money back
Genuinely a pretty good Etrian Odyssey clone. The visuals are really nice and the gameplay is fun. The skill system is about as deep as EOI unfortunately, but it's fine. I'm enjoying my time with it. The relationship mechanic is similar to Tomodatchi Life lol. Everytime you come back from the dungeon, two of your teammates go on a date. After that you can choose which teammates hang out with each other. One of the cool things in the Training hangout where two party members will raise the others stats based off their own. Example: Knight and a Warrior, Knight gives +10% Def/M.Def to Warrior and W gives +10% Atk/Def to Knight. Cool system, maybe a little shallow. This game is in Early Access and I have high hopes for it. This game definitely needs some TLC in it's cureent state, but man the potential here is great. Devs PLEASE do not abandon this project.
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