I love so much of what we're seeing from this game thus far, but it has some major issues baked pretty deep into its DNA. The best thing about Witchfire is its premise, it's genuinely a gamechanger. It's a looter-shooter roguelite extraction-shooter amalgamation with free roaming levels, a lot of build customization, and an extremely satisfying core gameplay loop where the hardest challenges that levels have to offer are best done after doing all the easy challenges, but without strictly enforcing that so good players can really show off their skills and builds. I especially have to give a round of applause to the curse mechanic, where you can effectively bait the witch into launching a curse against you to get a ton of juicy upgrades for a level's raid or boss. It creates unintentional high moments where you get caught off-guard by a curse and need to adapt, it creates intentional high moments where you feel like a mad genius for doing it on purpose and getting richly rewarded for your efforts, it's absolutely brilliant. Witchfire really is something special, but what I find a bit problematic is that this outstanding high-level gameplay loop is complimented with a much more scrappy low-level gameplay loop, and I mostly don't mean that in a good way. At the early stages of the game's progression the combat feels like fencing with guns, which is very fun and engaging. The enemies don't overwhelm you with enough projectiles to make sidestepping without dodging unviable, nor are the melee enemies so fast that they have to be dodged away from instead of letting you backpedal and shoot. Your offense is tempered with having highly limited ammo and long spell cooldowns, which plays into the gameplay loop where basic ammo drops become valuable loot. Then, as the game gets harder, it starts throwing more and more aggressive enemies at you. At first it's knights that lock onto your position and jump at you. Those are actually quite fun since they're the only enemies that do something like this by this point, so they can be fun to dodge then counter. However, the game ramps this up and up and up to the point where the only enemies that spawn are ones that fire projectiles with aggressive tracking, or launch pillars of silencing lightning that require dodging at the exact correct angle, or fire explosive poison balls that need to be shot out of the air (and by that I mean shot 20 times, not just once), or simply carpet bomb the cramped corridors of the later areas with enough explosives to render positioning almost pointless. So what do you do? Dodge with perfect timing? Well beyond that being a difficult task in of itself, if even possible when facing off against a horde of 15 enemies, the stamina system has you in a chokehold. Almost every action you can take costs large amounts of stamina including basic stuff like jumping, sprinting, and a particularly baffling choice to make you lose stamina when getting hit, making rallying a bad situation nearly impossible. The net result is that Witchfire feels like "A Game where You Cannot Defend Yourself". So how do you keep yourself alive in a game where you can't defend yourself? Equip the most laughably overpowered build you can muster, point the camera in the general direction of the enemies, and watch them all blow up before they can get an attack off. In particular the heavy spell Burning Stake almost-literally plays the game for you with its unending barrage of explosions that instantly nukes entire enemy encounters while fully recharging itself in the process. It's not even easy mode by that point, it's peaceful mode. I want to see Witchfire's endgame (or midgame considering less than half the levels are out) better mimic what the early game manages to achieve by letting players bolster their defense while keeping a lid on their offense. The game as it is now severely lacks any push-and-pull during fights. You either push and instantly win or you pull and instantly lose, barely anything more interesting than that. If I was making the game I'd probably do something along the lines of: Make sprinting, single jumping, and taking damage cost no stamina Make dodging go a shorter distance with more iframes (bit iffy on this one, but the long-distance dodge is very janky) Remove the slow on losing stamina (the fact you have no stamina should be all the punishment needed) Make empowered melees have no cooldown but require a chunk of stamina Make spells have a cooldown in addition to needing charge Make heavy spells not be able to charge while they're active so chaining them is much harder Nerf the hell out of Burning Stake and buff Cursed Bell And then maybe give all light spells multiple charges. That way players can cast a lot of light spells and only a few heavy spells. I'm not going to pretend this would magically fix everything but I think something to that effect would make Witchfire more "Destiny meets Dark Souls extraction shooter roguelite" and less "Burning Stake 10,000,000 must die" especially since the latter invalidates how much effort the devs put into having enemies with interesting designs and animations. I'll throw in one quick bonus: The equipment upgrade system isn't awful but it needs work. The game ask you to get hundreds of kills with a single weapon that isn't even maxed out. Already a problem in of itself but everything else you bring to a level can steal its kills. This incentivises you to farm fodder for an hour in the starting level or go to endgame areas and get your ass handed to you while trying to chip away at hordes of tough enemies with the worst gun in your arsenal. Not a complete dealbreaker, especially when the loot is super cool and rewarding once upgraded, but still extremely tedious and unsatisfying. I think the idea is to get you accustomed to how a weapon works before you get to upgrade it to its full potential, but in practice this just doesn't work at all since upgrading weapons unlocks perks and not straight damage buffs. This means that the weapon at upgrade level 0 or 1 could be unbearable and stupid only for upgrade level 3 to fix everything. That's what happened for me with Midas, an assault rifle whose gimmick of overheating as it fires felt obnoxious to use. Then I reached upgrade level 3 and it unlocked a fast, damaging reload while overheated, and now the weapon feels perfect. The same thing goes for the sniper rifle All Seeing Eye, where the core gimmick of poison explosions on headshots doesn't exist until upgrade level 3. To put it all into perspective, both of these weapons each require 315 un-stolen kills to fully upgrade despite their gameplay being gimped before you've done this. I don't know what specifically the fix for this is, but the devs should at least let us spend currency to bypass the challenge. Doing the challenge just doesn't contribute anything enriching to the experience, and I don't want what the developers have created with these cool weapons to be squandered just because it takes hours of grinding to actually get your collection of weapons ready to use.
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