Witch's Wish
Apr. 11th, 2013 06:15 pmVicky has one wish: To learn magic and become a witch. But she lives on the poor side of the Wall, and magic school is very expensive. A chance encounter with a rebellious witch named Tanya--who's trying to get the legendary witch Agnes to cast Sealing Magic and remove all magic from the world--leads her on a grand adventure of magical learning.
This is less an rpg and more of a puzzle adventure game--or just a visual novel. There are no stats or equipable items, and the only missables are the optional unlockables. You can't really fail at much of anything, either--the only combat system is the "best 3 of 5" magical duels, and losing those either means you have to retry...or just that you get laughed at.
The graphics are a mix of paperdoll cutscenes for conversations (similar to My World, My Way) and a 3D chibi map style similar to the various DS Final Fantasy games. Bright, colorful, straightforward.
Magic is done by tracing runes, similar to the system in A Witch's Tale. (Which this should not be confused with: That was most definitely and rpg and was aimed at older players.) Most are easy, and the only time limit is on tracing a circle after each rune is complete. The Level 3 Fire rune is really finicky, though, and doing "combination magic" near the end of the game is pretty tricky. Besides exploration, that's pretty much the entirety of the game's systems.
There are no FAQs or walkthroughs for this game; probably a combination of the fact that the game isn't terribly well-known, it isn't particularly long, and that it isn't particularly difficult.
There's an elemental rock-paper-scissors in place for dueling: Earth beats Water, Water beats Fire, Fire beats Wind, Wind beats Thunder, Thunder beats Earth. Of course, it seems to be a guessing game which elements your opponent will use--the best I can figure, they just have preferred patterns.
There are 13 Chapters, and Chapter 5 doesn't get unlocked until you finish the rest of the game. There are 10 Badges and 10 Fruits hidden throughout the game that unlock items in the Museum; they're optional and I didn't bother looking for most of them.
In Chapters 7 and 8: Of the Witch One opponents, in theory Emma uses Earth, Dan uses Water, Dayla uses Fire and Jody uses Wind. In Chapter 10: The clock shows 9:00, 12:00, 3:00, 6:00. This provdes the directions to the maze immediately following. The Dark Spirit seems to be weak to Lightning 3. In Chapter 11, use Fire 2 on the ice magic, Earth 3 on the wall, and then any combination on the spirit. In the duel, it seems weak to Wind 3. For that matter, spamming Wind 3 in Chapters 12 and 13 seemed to get through pretty much everything.
Overall: There isn't much to this. I mean, there's more game here than Disgaea Infinite, but that was actually more entertaining overall because it was witty. This is just kinda bland, in an "original 80s My Little Pony" and "aimed at seven-year-old girls but not also parents" sort of way--everyone learns a valuable lesson about selflessness and friendship, but the characters are all forgettable and there's never any real excitement.
This is less an rpg and more of a puzzle adventure game--or just a visual novel. There are no stats or equipable items, and the only missables are the optional unlockables. You can't really fail at much of anything, either--the only combat system is the "best 3 of 5" magical duels, and losing those either means you have to retry...or just that you get laughed at.
The graphics are a mix of paperdoll cutscenes for conversations (similar to My World, My Way) and a 3D chibi map style similar to the various DS Final Fantasy games. Bright, colorful, straightforward.
Magic is done by tracing runes, similar to the system in A Witch's Tale. (Which this should not be confused with: That was most definitely and rpg and was aimed at older players.) Most are easy, and the only time limit is on tracing a circle after each rune is complete. The Level 3 Fire rune is really finicky, though, and doing "combination magic" near the end of the game is pretty tricky. Besides exploration, that's pretty much the entirety of the game's systems.
There are no FAQs or walkthroughs for this game; probably a combination of the fact that the game isn't terribly well-known, it isn't particularly long, and that it isn't particularly difficult.
There's an elemental rock-paper-scissors in place for dueling: Earth beats Water, Water beats Fire, Fire beats Wind, Wind beats Thunder, Thunder beats Earth. Of course, it seems to be a guessing game which elements your opponent will use--the best I can figure, they just have preferred patterns.
There are 13 Chapters, and Chapter 5 doesn't get unlocked until you finish the rest of the game. There are 10 Badges and 10 Fruits hidden throughout the game that unlock items in the Museum; they're optional and I didn't bother looking for most of them.
In Chapters 7 and 8: Of the Witch One opponents, in theory Emma uses Earth, Dan uses Water, Dayla uses Fire and Jody uses Wind. In Chapter 10: The clock shows 9:00, 12:00, 3:00, 6:00. This provdes the directions to the maze immediately following. The Dark Spirit seems to be weak to Lightning 3. In Chapter 11, use Fire 2 on the ice magic, Earth 3 on the wall, and then any combination on the spirit. In the duel, it seems weak to Wind 3. For that matter, spamming Wind 3 in Chapters 12 and 13 seemed to get through pretty much everything.
Overall: There isn't much to this. I mean, there's more game here than Disgaea Infinite, but that was actually more entertaining overall because it was witty. This is just kinda bland, in an "original 80s My Little Pony" and "aimed at seven-year-old girls but not also parents" sort of way--everyone learns a valuable lesson about selflessness and friendship, but the characters are all forgettable and there's never any real excitement.