
Play as a skateboarding witch who battles against a tyrannical corporation seeking to destroy Halloween. Gain speed on your skateboard and use your hammer to deliver devastating melee attacks!
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
bro
Super cute and game with an amazing style! Only recommendation is to increase the camera sensitivity
A very fun game when when you get into the flow of it.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's not perfect, but it's still so good. The gameplay is easy to pick up and it's incredibly addicting. Unfortunately there's only around 30-40 minutes of gameplay, but what's there is awesome. The artstyle is magical and funky and the music fits well. What I didn't like was when I lost a ton of momentum in annoying ways, or when after building up speed to hit an enemy, I miss because I'm just barely too far away. Overall, I love it.
parkurlar keyifli
No le entendi.
I've booted this one up a number of times in the past, but I don't think I ever quite finished it. Unfortunately, the time that's required to beat the game reveals the subtle input issues that hold it back from being as slick as it means to be. Ranged and melee attacks (and sometimes even jumps) have a stickiness that belays the player from flowing into a high combo, but the design of flow is clear to see even if it's irksome to achieve. When I played previously, various elements had been erroneously surmised as an endless structure without a boss fight, yet different game modes could easily be validated with some alterations to the score and states of loss. The game uses the shell of a skating Nerve game to facilitate a unique form of beater that actively ignores typical assumptions for racing-adjacent mechanics; use of the dash is essential for retaining speed by correcting course away from walls or onto midair rails. Stomping on enemies with a simple jump would be an economical addition for further retaining a combo, although such changes may not have been necessary with cleaner inputs. Jet Set Radio Future's apparent design was that simply skating around was the priority before any other game objective, and this clashes notably in a handful of frustrating level segments with tricky jumps and long setups. Thankfully, like most Nerve games, the requisites of flow are immediate and apparent, meaning the objective is more or less always in front of me by nature of my inertia; by contrast, scanning the level for an enemy to poke with a ranged attack requires a difficult cognitive switch, and the small persistent icon for enemies is a translucent yet vital interface for supporting this objective. Witchpunk gets a B for Bombing This Halloween.
Most games from digipen are well crafted. This one for example, plays similar to jet set radio, with a lot of witchy vibes!
Me desculpe, talvez eu tive uma má experiencia por conta do meu pc não rodar tão bem assim esse jogo, parece ser divertido mas o mapa não é tão grande assim a ponto de divertir por tanto tempo sinceramente. Nota: 6/10
Being a witch IS quite punk, after all So, Witchpunk is quite the great little student project! It oozes style, even if its gameplay loop has its fair share of frustrations. The general gist is - momentum is queen! The faster you go - the harder you hit. Gaining momentum ain't as big of a trouble. Controlling your movements and being able to hit enemies at those speeds? That's where the challenge lies! While, yes, you can use ranged attacks, compared to the potential damage of a charged up melee hit - it ain't looking as enticing, instead primarily being devoted to getting rid of the particularly annoying ranged enemies as well as to butter up bigger foes. This creates a fun lil' game of timing and positioning where you need to make sure you're just at the right place, at the right time. The map does feel at once both claustrophobic and long, which can make the different attempts at damaging the boss particularly annoying - whether you fail and lose your momentum, needing to build it up again, or having to retreat due to an uncomfortable grouping of enemies pressuring you. Still, for a short experience and a project of clearly passionate and fun students - it achieves what it sets out to do admirably!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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