In "Cyber Witchcraft",  the player takes on the role of a witch navigating the intersection of two worlds: ancient magic and modern technology. The game focuses on storyline and narrative depth, offering players choices that shape their journey. The central mechanic revolves around Arcane Energy management, and the player's decisions determine how they balance mastering traditional witchcraft, coding spells, or merging the two disciplines.

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I think the context/ background setting of the game is interesting, and the looping and combine two action relates together is quite interesting. I also got confuse with the arcane energy a little bit as well, I don't know what it's really spending the arcane energy, and I saw the option to check the energy at the very beginning, but I don't have that option anymore later on.  

And this game allowed me to play multiple time, and player also can choosing different level of arcane energy to start with which is a nice player choice option. I would like to see significant different/difficulty with different level of arcane energy, like if the player's choice impact later on outcomes. 

I'm a little lost as to my purpose as the player in the game as I noticed that most options gave me the chance to backtrack and try everything. I liked that you added in the arcane energy as a means to limit the options the player chooses and to add more risk behind what they do, but I noticed that there are some spells that could be cast to regain the energy at no cost. This took away from the importance of each choice (though it did let me try everything which I appreciated). Your game takes into account collective action which I enjoyed.

While I was trying to figure out the different routes, I noticed that the more spells I cast and things that I activated, the more options I had that were available to me to choose. It was fun going back and forth seeing the different routes I could take and how these choices impacted my situation. The impact of each choice isn't felt immediately which I think adds a lot to the game play. Some choices let you find a new route immediately while others appear unexpectedly. It's a nice variety, 

At first it felt risky with each thing I chose to try out or activate because of the arcane energy, but that sense of risk was lost once I realized I could replenish said energy. Despite that, it's interesting to note that certain choices, if not taken, would block off routes the player wouldn't have been aware of existing. 

Each potential outcome gives the player a lot of information. It's nice seeing a mix of story line and technical information being given as to what the player has done and how it has impacted them. 

I was unsure of what to do when I first started the game, but the more I played, the more everything came together. I think it would be nice seeing more story or understanding as to what is happening/what situation the player is in. It could also be good to find a way to balance the two worlds a bit more and have them intermingle. 

Overall a sweet game with some unexpected twists. Well done! :)

It's fascinating how the game reimagines the story of witches in the digital age. The Arcane energy is not only crucial for the narratives, but also crucial for the interaction. The calculation of Arcane Energy throughout the game is brilliantly designed, immersing players in the experience of a witch practicing magic. Additionally, the game offers a lot of possible endings, reflecting the witch's future development, which is deeply tied to the player's choices. Although the impact of these choices isn’t always immediate, they shape the outcome in relatable ways, adding depth to the overall experience.