
Join mage-in-training Lily on an epic adventure! Explore a multitude of worlds, including forests, deserts, and dungeons, in hopes of becoming a full-fledged mage!
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About
A metroidvania action game depicting one young girl's journey to become a mage!
Outside heroine Lily's hometown, you'll find all sorts of expansive lands. Make the leap to venture through East Village, Oak Forest, Hidden Cave, Dragon Ridge, Zalam Kingdom, and more. The order in which you proceed is up to you! Travel the world in search of new discoveries!
Beware of mighty monsters and vile villains. Orc lords, assassins, sirens, and wicked dragons await you in battle. Gain experience through combat, defeating strong enemies to help Lily grow as a mage.
Use the magic and gear you acquire on your adventures to strengthen Lily!
・Master magic for each of the four elements—fire, ice, wind, and lightning—each with their own strengths and weaknesses.
・Make full use of support magic to breathe underwater, guard against missiles, and sacrifice HP to recover MP.
・Collect gear to enhance Lily's magical powers, defense powers, and more.
Magical training can be a difficult journey, but Lily has a powerful companion to help her along the way: a mini-dragon who will lend you support during travel and battle. Plus, learn a range of skills by obtaining training books.
Jump into a world of magic and adventure with Witchroid Vania!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, 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
有着可爱萝莉的甜品类银,传送点与补给都给得很大方,地图动线流畅,只有法尔斯地区试错绕路的次数比较多。
体験版が出たときは衝撃だった 初期魔法を連打しまくれるし、ドラゴンのブレスに一瞬触れただけで死ぬし、銃を売ってくるデブは ジャンブして避けるとジャンプした先を銃で攻撃してくる 最初から遠慮ない難易度で、最近だと珍しいと感じた その高難度が新鮮で面白かったが、ワープが不便すぎた 改善されてよかった メニューや画面切り替えに殆どウェイトやエフェクトを掛けて無いのも非常に良いです 今の難易度でクリアすると、制作者が最初に考えていた難易度がどんなだったか気になったので ワープだけ改善されたハードモード(発売前の高難易度)とか実装されると嬉しいです
Witchroid Vania: A Magical Girl’s Fantastical Adventures, developed by Turkey Games and published by Waku Waku Games, is a side-scrolling action Metroidvania that blends magical girl charm with nonlinear exploration and elemental combat. At its core, it is a journey of growth—both mechanical and narrative—following a young witch named Lily as she ventures across an interconnected fantasy world to prove herself and master her arcane potential. While clearly inspired by genre classics, the game establishes its own identity through its spell-driven progression system and colorful, character-focused worldbuilding. From the outset, the game emphasizes freedom. Rather than forcing a strict sequence of stages, it presents a wide map composed of forests, deserts, subterranean caverns, volcanic peaks, and mystical kingdoms that gradually open as Lily learns new magical abilities. Exploration is the primary driver of engagement. Paths often loop back into earlier regions once new traversal spells are unlocked, rewarding attentive players who remember unreachable ledges or sealed doors. The structure encourages curiosity over linear momentum; advancement feels earned through discovery rather than dictated by quest markers. Combat revolves around four elemental schools of magic—fire, ice, wind, and lightning—each with distinct properties and situational advantages. Early encounters are simple, but as enemy variety expands, understanding elemental weaknesses becomes essential. Some foes are resistant to fire but vulnerable to lightning; others require careful positioning and spell timing to avoid devastating counterattacks. Spell switching is fluid, allowing players to adapt mid-fight rather than committing to a single build. Beyond offensive magic, Lily acquires support spells that enhance mobility, survivability, and environmental interaction, weaving combat and exploration tightly together. Boss encounters serve as highlights of the experience. These larger-than-life adversaries test mastery of both movement and elemental mechanics. Patterns must be learned, safe zones identified, and spell loadouts adjusted strategically. While not brutally punishing, the fights demand attention and reward preparation. The sense of progression is tangible—returning to earlier regions with upgraded spells and higher stats reinforces Lily’s growth from novice to formidable mage. Character progression includes light RPG elements. Defeating enemies grants experience, improving Lily’s overall attributes, while repeated use of spells gradually enhances their potency. Equipment and magical artifacts discovered throughout the world further customize playstyle, boosting elemental damage, defense, or utility. The system avoids overwhelming complexity while still offering meaningful choices. Players can favor aggressive elemental builds or balance offense with support capabilities depending on preference. Visually, the game embraces detailed pixel art that evokes nostalgia without feeling dated. Environments are varied and vibrant, from tranquil village hubs to ominous dragon-infested ridges. Character sprites are expressive, and spell effects add bursts of color and motion during combat. The aesthetic leans into classic 2D action design but with modern polish in animation and layering. Music complements each region with whimsical and adventurous themes, enhancing immersion without overpowering the action. Narratively, Witchroid Vania maintains a light but earnest tone. Lily’s journey is framed as both personal and heroic, with encounters involving villagers, rival mages, and mythical creatures adding personality to the world. Dialogue is concise yet effective in giving context to quests and conflicts. While the story does not delve into heavy dramatic territory, it provides enough motivation to tie exploration and combat into a cohesive adventure. The game is not without minor shortcomings. Certain areas can feel obscure in terms of progression direction, occasionally leading to backtracking without clear guidance. Platforming segments sometimes demand precise timing, and while generally fair, they may feel less refined than combat systems. However, these moments rarely overshadow the broader experience. The overall pacing remains engaging, especially for players who enjoy methodical exploration. Ultimately, Witchroid Vania: A Magical Girl’s Fantastical Adventures succeeds by combining familiar Metroidvania foundations with a strong magical identity. Its elemental combat system, modular spell progression, and open-ended exploration create a satisfying loop of discovery and empowerment. The charm of its world, paired with accessible yet layered mechanics, makes it appealing to both genre newcomers and veterans seeking a colorful, magic-infused adventure. It may not revolutionize the genre, but it confidently delivers a cohesive and enchanting experience that rewards curiosity and experimentation. Rating: 7/10
行,主打探索,战斗难度较低
Great new game. Highly recommend playing this game. It's not as difficult as you might make out, The movement of the character is a little off when it coming to jumping etc but still doesnt ruin the game itself. The developer replies to any issues or help. The graphics are decent and sound too. Levelling isnt the best but its still worth playing. Basic enemies are pretty good and the world is split in to seperate areas, like top down pixel games etc. If you like combat games and side scroll games give this game a go, as it's a very decent game. Not sure how long it is but very playable and fun game. Recommend waiting until on special.
Feedback for the game Witchroid Vania: A Magical Girl’s Fantastical Adventures The game is a 2D sidescroller that’s easy to pick up and not overly difficult, with a few light RPG elements. I played it through to the end, and overall it was a fun and enjoyable experience. That said, I do have a few criticisms. The path forward is sometimes hidden behind secret routes that require specific items or conditions to access. This caused progress to stall at several points. Having secret areas for exploration and extra rewards is great, but making the main path a secret feels like a design misstep. Most of the spells in the game are useful for combat, but there are a few that felt almost useless—I encountered at least one spell that I barely ever used. Overall, it’s a solid game. Not outstanding, but not bad either. I’d rate it around 7–8 out of 10. And finally, the flying shrimp boss really frustrated me—the controls during flying, combined with casting spells, made the fight quite difficult. P.S. I really like Lily—she makes a very cute elf!
SFCチックな良作だと思う。この手のものが好きな人ならばお勧めです。 しかし以下に気になった点をいくつか主観で記載します。 ・直立した時からのジャンプ横移動が大きくて微妙な操作がやりにくい。(慣れですが) ・はしごに上るアクションが何て言えばいいか・・・横にずれやすい?(これも慣れですが) ・マップ部分で移動はできるけど、ワープ時のマップ移動が見渡せないので若干判りにくいのと、封鎖された場所は別の印が付くなどあるとありがたいです。(これは慣れ・・・というか記憶力の問題ですが) ・ネタバレの部類かもですが、平和的なクリアが良くも悪くもあっさりしていて、続きがあるか気になって仕方ない。 て事で、作り全体で見れば今風では決してないですが、だからこそUIの操作に余計なアニメーションもなく操作が軽快に感じますが、発展の余地も感じます。 チビドラゴンの利点にするか、プレイヤーの操作性に含めるか悩むところですが、空中移動要素がパワーアップされれば個人的には満点です。(クリア後の探索面として) 比べるのはいささか違うとはいえ、例えばGBS後期のメトロイド等はその点、強化したら移動の不自由さがまるでないでので快感です。 ともあれ、ギミックも中々良く移動も軽快、中間地点が親切、敵の強さも丁度いい(少し甘めかも?)、探索面も良い感じなので思わず次回作を期待してしまう出来です。 後、、、残るはヤツだけです。(何)
實在沒辦法堅持到破關 地圖資訊與任務模糊 一直在區域內不停打轉 敵人重複單調.劇情不知道是什麼 如果不是在組合包內一起的.真的不推薦
Well game is very bad that should be played... well not really but is enough good for pay money after try demo... well hope you not do it. The game have big problems in design that when start adding and adding you feel more a first proyect never tested. I will list all problems if after read them you feel is ok, well could be a good play as long YOU NEVER WANT GET ALL GAME HAVE TO OFFER. 1. The game have a easy form to die cause freeze, true you can say hey is your fault for be hit, but at same time, that happen in a lot of places for the same design, spells and other things have a heavy hit valuie without a time delay. When you for example get hit by fire and leave fire behind you have less of 1 sec for move cause hp is all drained, Freeze just happen that you not move (same as shock, but shock appear less only final boss the one that will cause you stop liking game a lot) and then boss will give you a spell usually a spell tht will kill you and boom try again. 2. A map that is easy miss things, at middle game I was well confused, really didnt know where to go, feel that I need double jump ( that dont even know if exist, but seems not exists) go from all places i could think so, talk with all, and after 1 hour of moving finally got the spot in map that I could continue, games no need show all but at least npc must give indications of what to do, now that I remember appear a npc saying that need help and dunno what happend to her or even if I can meet again, cause there is no indication of were to go. 3. Jump and speed is weird, no is not the worst controls I had play, that is for other that not even kill half of bossess, still a lot of times I go fast from small plataforms and fall .. had to go all again up, some times also get in floor with stickes. Now here comes the problem 1 again, if you fall cause there is no much hit delay you could get in places where you simple get hit and hit without ability of jump, I prefere they just kill me after hit a stick than have to see how the control just make me fall to a place that have 80% of death. 4. Game have no completetion indication but you will see parts that still not explore and no indication of how even enter. I put all in my forum comment cause is many, yes you can add stars to map and give indicators, 10 of them but that will not be enough or even with them you well think... hey I see credits and not have any idea of how get that chest, even after get chest are trash coins.... 5. spell grinding is too weird. games says that each spell at level 10 give you more power to all spells, that is fine have 16 slots for spells... well great, but you have more of 16 spells some of attack can be replaced... still not enough cause the first 3 you will need for advance. Now some spells are rarely used and a pain to level up, the shield.. far of lvl 10, the mute... that only work on mages ... well too long too seems that they expect a move map, use skill and use skills, after clear(dps skills only get exp on kill), go back and enter again. Maybe just maybe is not so different an my damage is enough for final boss if its needed all lvl 10 for do enought more damage to final boss refight .. then bad design again. OK and update after developer write the solution to the part that seems the worst, even with patience you can figure were to go, but that you must destroy the bridge in windged to last zone and that last zone cover all the things that bother in map (still miss one thing but not feel important) and kill final boss in refight 4;14 mins (will be honest only use lvl 10 spells on boss cause the weird lvl up system) I will say that if you not see problems with the bad things is a game that let you pass the time.
実績がまったく解除されない不具合がある
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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