Witch life is always the romance and yearning of girls. It is a higher dimensional "passing home", and wandering in a magical world is a chic enjoyment. The heart of alchemy creation is surging and faces the mystery and fear of the unknown. The Witch in the Woods is an equally cute and engaging game that fulfills all your witch dreams.
Exquisite and cute, a thrilling escape journey
When you first see this game, you may have such an intuitive feeling: this may be a game that is very suitable for girls. The overall style of the game is extremely cute, and the 8-Bit villains who beat in the vast forest and the characters who appear in the dialogue with the same style but more detail are all fascinating. This cute style of drawing runs through the entire game, in addition to the protagonist and the animal-based "humanoid" NPC, or the supporting role of the witch, the creatures you encounter in the wild that may become your alchemy material are also dressed in cute outfits. Of course, cuteness is not only external, but the internal setting also shows the imagination of the production team. Feeling too tired to walk? Come and get the witch's own broom! A train roaring early in the morning? In fact, it was a gaga bird entertaining itself!
(Exquisite and cute painting style, character design with distinct personality)
(Ride on my beloved broom)
With so many well-designed elements, how can there be no picture book that envelops them? In order to enhance the "sense of immersion", the record of the book is not automatically written as you collect a specific item, but requires you to use the "quill pen" prop to record when you encounter the creature you are recording. The content of the book is also in line with the cute setting of the game, and it is also accompanied by key and necessary text and picture descriptions. In addition to the 8Bit style vertical painting, the creature's appearance environment, time, how the material was obtained, and the name of the material are recorded. The atlas is divided into four items: "Animals", "Plants", "Potions", and "Candy", of which the first two are "Collection Items" and the last two are "Alchemical Achievements". Fill up the picture book, but it is a compulsory lesson for a mature witch.
(Even the picture book is dyed with cute colors)
Although the sparrow is small, it is a complete game experience
This exquisite game will only take up about 1GB of space, but its content is not empty and orderly. As the protagonist of the game, the little witch naturally uses alchemy as the main means of livelihood. Around alchemy, the game has collecting elements to provide alchemical materials. From branches that can be picked up anywhere on the side of the road, to insects that need tools to be made to catch, and materials that can be obtained further until the target enters a special state—from alchemy to collection, and the collection part is expanded again. From the type of collection, it is rich and colorful; and the organic linkage between the collection and the game world also makes the collection link no longer a monotonous repetitive operation. In order to obtain a certain material, you may have to wear a full load of stars and moons at night; if you want to get the flowers on the heads of the budding birds, you may have to wait for the full blooming time, or create your own picking time.
(For the sake of materials, don't forget these cute creatures)
(Shiny flowers that bloom at night)
Items obtained through alchemy will also be used differently, which further enriches the connotation of the work. Some are used in daily interactions with villagers to advance the story; some act on the players themselves to improve their abilities or immunize themselves to external unfavorable factors such as the noise of the gagabirds;the most important items act directly on other creatures in the environment, whether they are "vicious weed removal potions" that cut thorns, "nutrient supply potions" that revive withered plants, or "sunshine potions" that free people from danger, and so on.
The day and night turnover, as well as the design of the stamina slot, allow the game to ensure the lower limit, but also set an upper limit on the player's daily activities. All your actions will be physically constrained, and day and night will not only affect your environment, but also affect your actual operation due to vision problems. If you pass by your cabin while "picking up branches", don't miss the opportunity to take a nap to replenish your energy. You can even use your nap to fast-forward time, and "wake up and it's dark" isn't just a joke.
(Take a nap once a day, don't snooze)
Strict layout, the game setting must be compared
Compared with the usual indie games, one of the most valuable things about this game is that the game content is carefully planned. It is difficult for players to encounter the extremely boring and repetitive operations in other types of "farming games" in this game. In Witch in the Woods, the player's actions are guided by a split main quest, and the length of the individual quests is controlled just right. The core way to advance the game is to collect materials, use materials to refine props, and then use props to solve the daily problems of villagers. Each main quest is planned on the "Collect Materials" and the amount of material required is controlled to a degree of "not boring the player", which allows the work to continue in an orderly process of "new elements replacing new elements before".
By advancing the main quest, players will also unlock new places and go to areas they have never been to as they explore. But the "Witch's House" as the core is always there, and due to the constraints of "walking" and "broom" in terms of movement, according to the way the trail is taken, the player's "base" will theoretically be farther and farther away from the new locations unlocked later in the game. However, the clever design on the game map leaves us with a "shortcut", and when you do come to a new location, it will be easy to find a nearby path to the witch's house, accompanied by an unlocking device. At the same time, the setting of unblocking will also become a reminder to the player. If you find a road separated by an iron fence somewhere and there is a glowing unlocking device on the opposite side, you should realize that the detour is not far away.
(The setting of shortcuts makes the game "suddenly cheerful")
In addition to the "quill pen" design mentioned above to record the "cut details" of the picture book information, the game shows the careful polishing style of the makers in many small places. In the last two items of the book recorded in the "alchemical results" information, clearly marked the material required for alchemy, spoon stirring direction, fire level and other conditions, each different alchemy props correspond to different alchemy methods, in the action of a slight careless failure; in the naming of some props also took pains, "do not ask for candy" is actually to eliminate the itchy props that can not be scratched by themselves, the first strange name, after reading the detailed description of the epiphany, let people double the good feeling of the game.
(Ostensibly a mediocre living room)
(There is a mystery hidden underneath it)
If you look back at the game's map design after taking stock of the game's content, you'll find that the Witch's House is "just right" placed in the most suitable place, and within a few steps it is the village where you most often deal, which reduces the player's burden of "running" in the case of physical limitations in the game.
Mysterious, hidden behind the cute story direction
The game does not blindly lay out the narrative in the advancement of the plot, and you can find some clues in the conversation between the protagonist and his talking hat every morning, or in the protagonist's own thoughts in the plot, or in the communication with the residents. The journey to recreate a dilapidated village is also fascinating enough. While tasting the cute style, listen to the inner world of the characters and feel this work.
(Want to solve the mystery? Or use your alchemy skills a lot! )
This is a carefully polished girl's fairy tale, a beautiful group of poems that fill the dreams of girls. You won't regret entering the world, but rather you may be overwhelmed by interactions with all sorts of cute creatures. Note: Since "The Witch in the Woods" was launched on May 17 in the EA version of the game, the current game process is not very long, and players who are more concerned about this can consider it as appropriate.