

The focus of the developers was therefore to create a gameplay loop hilarious and sufficiently varied to allow you to face the fights in multiple ways.Ĭuriously, it seems that they even exaggerated with the freedom offered, so much so that during fairly recent playtests some of their friends (developers themselves) reached the advanced sections bypassing most of the tools that The Astronauts instead used almost constantly during their games. Yes, because Witchfire is, in fact, a game belonging to the sub-genre of rogue “lite”, therefore games where you start from the beginning once eliminated, but you maintain a basic progression that allows you to advance more easily at each death (unlike the “pure” genre that resets everything and is based only on the player’s skill). That doesn’t mean there’s no cure for that element anyway, and considering that the game is for all intents and purposes a roguelikea similar path seems more suited to the inevitable gameplay loop.

Indeed, more precisely, the game does not seem to have a classic narrative with cutscenes and a crystalline progression of the plot: the developers have specified that they want to focus on the gameplay, approaching the story in a way closer to what Miyazaki did in the Souls, or with information scattered throughout the game to be reconnected in order to better understand the narrative background of the whole. Witchfire: Enemy attacks are quite phoned, but don’t underestimate themĪlthough it is quite common in video games of this type, it is appropriate to specify how Witchfire is not focused on storytelling. Give it to the witch, why is not important
