
Welcome to Zui's Witch Academy, a boss rush roguelike-styled game that encourages creativity by building decks to face off against skilled bosses in a row to beat the game. Choose your selection of magical cards to take down 8 uniquely designed bosses!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
Zui's Witch Academy is a boss rush roguelike-styled action game. You build a deck of 3 magical cards to take down one of many bosses. Each boss has an arena specifically tailored to them. Can you help Rysa graduate from Zui's Witch Academy with flying colors?
This game was originally made for the Boss Rush 2025 Game Jam!

18 unique cards to collect and build your deck with!
3 difficulties to attempt and conquer, I doubt you can beat impossible mode (no like seriously, give up).
Practice and master against every boss in training mode.
8 bosses each with their own arena specifically designed around them.
An energetic and fun soundtrack! Complemented by a charming modern pixel-art aesthetic.
The game is free! Download it and play it now! Rysa is waitin' for you to wake her up, how else is she going to graduate from Zui's Witch Academy?
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I will leave the cat here, so that everybody who passes by can pet it and give it a thumbs up and awards. /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
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Not recommended. Every boss has so much health it becomes a boring slog. The boss weakness system, if it does what it says, mostly serves to ruin the idea of having a free and fun choice about how to beat the enemy as that means there is an intended ideal way to do it. The attacks lack impact and it feels padded.
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Trends
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
Mimi theme banger!!! Awesome game over all, a few visual overlay bugs here and there, but very enjoyable fights!
i like bullet hells & boss rushes and this is an Interesting concept, but falls a bit short on nearly every part. Visual clarity is very bad due to a combination of too many effects, lighting, projectile & background color overlapping, and stage movement. The spell rotation had me make slight adjustments while fighting, but there wasn't too much to think about in terms of combinations or synergies. I expected keeping rhythm to be a bigger portion of the fights since it told you to pay attention to the music. Keeping track of the character is rough. The white outline is ok but not great. I think that problem will be solved when other visual clarity stuff is refined. its almost really solid.
All of the bosses have unique gimmicks which i mostly enjoyed. I like how much the game experiments, but i do think some of the cards like the melee ones could've been more useful/better balanced. For example in the globe fight i died only because i kept accidentally using my dash into the boss and taking massive damage, that card seems like it's completely unusable in this fight. I like the concept and i think it could also work perfectly for a much bigger game. The dialogues definitely could've been better but overall this is pretty fun. I'll try playing on harder difficulties.
This game is actually very fun on normal mode; the game was quite challenging because Nexva was super fast and hard to keep up with, but it never felt frustrating to lose all my lives and have to restart and instead made me feel determined to defeat them. Eventually i beat normal mode without dying at all! The final boss really felt like THE final boss but unfortunately they weren't that hard compared to the others and Boogle Beast was super easy It was very easy to get the hang of the game and i have high hopes for the game (and Boogle Beast getting a buff in normal mode...)
"Zui's Witch Academy" is a game jam reject that got dumped on Steam as if it's a real game. While it's styled as a deckbuilder, it's really just a garbage tier 2D top down pixelcrap arena shooter without any notable content. Or quality, for that matter. This is not a sincerely made product, it was made for a game jam, which is a problem. It was done in a constrained period of time; professional game development takes years of effort from teams of talented and qualified people. A "game" slapped together in a weekend by an amateur simply isn't going to have any value for gamers, and that plays out clearly with this shovelware. Also, products created in game jams were never intended for gamers, they exist only to stroke the ego of amateur developers who can't get a real job in the industry. When developers, especially untalented ones, put themselves before gamers, garbage like "Zui's Witch Academy" is the inevitable result. It's improper for shovelware like this to be published through Steam Direct, because it's harmful. This half-baked, rushed, non-professional product, not designed for gamers, is taking up space on the Steam store that should be given over to genuine, talented developers who do the right thing and make fully developed, not rushed products for gamers. This makes it harder for gamers like you and me to find these genuinely made products. This features really godawful pixelcrap "art" instead of real graphics. It's hard to say if this was because the developer didn't have the skill to do the job of creating 3D visuals, or couldn't afford to hire someone who does, but it also doesn't matter. What matters is that this looks much worse than most other games because of that decision, and that's a major deterrent to gamers. Games like Terraria and Stardew Valley succeeded [i]despite[/i] the bad graphics, not because of them. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Now on to pricing and value for gamers. The developer has their hand out for a $1 USD "donation" for this as you're expected to give them money for soundtrack DLC (that's already in the game) from Steam to "support" the "developer"... digital panhandling. Like the homeless guys who splash dirty water on your windscreen at the traffic lights. No thanks. Yeah, they're trying to get YOUR money for game jam garbage. Utterly unacceptable. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 10 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Given that this free title won't increase your game collector count, is it worth your time to add it to your library? Nope. I didn't have to pay for this, but I still feel like I got scammed.
Fun little bossfights
awesome game love the wepones
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.