Witchinour Reviews
Witchinour is a roguelite twin stick shooter focused on fast, 60fps action and constantly increasing difficulty. You play as an explorer who comes across a dungeon that an apprentice witch named Nour found herself lost in years ago on a full moon...
App ID | 620900 |
App Type | GAME |
Developers | mahojigoku |
Publishers | mahojigoku |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support, Steam Leaderboards |
Genres | Indie, Action |
Release Date | 12 Jun, 2017 |
Platforms | Windows |
Supported Languages | English |

59 Total Reviews
54 Positive Reviews
5 Negative Reviews
Score
Witchinour has garnered a total of 59 reviews, with 54 positive reviews and 5 negative reviews, resulting in a ‘’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Witchinour over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
1184 minutes
After getting all of the achievements, I think the game balancing and design is too poor in its current state, and the last update was in 2022. The assault burst is by far the best weapon in the game, and descension system primarily makes the game more tedious and more luck-based, based on the level. The game has a "difficulty" system similar to Risk of Rain, but what it actually does is ambiguous. From my experience, I would guess it is enemy health, amounts, and map size, but I don't know for sure.
The majority of enemies have the same bullet patterns (blast a bunch with a spread at the player), but some I think had some good ideas, like sleeping enemies in area 4(?), but I still have criticisms of those, as the sleeping guys must be approached before they can be damaged, and if they spawn in the middle of a room, they are basically barricades for the player and force the player to leave cover to go wake him up, which isn't impossible, but it just feels very tedious waiting for bullets to expire for you walk out, go back into cover, and then play the game.
The visuals are very busy, and melee enemies blend in with bullets when rushing, and can shred you immediately due to extremely low i-frames, and melee enemies doing 33% of your hp per hit. There is a perk that doubles i-frames, but there are like 3, and doubling it to 6 won't change any outcomes really. Speaking of which, a lot of perks feel like they are there to pollute the pool and force you to take a bad perk when you are fishing for a good one. Every weapon class has a perk associated with it, but the assault burst is the best weapon by far, and the assault burst without its perk is better than every other weapon with their perks. Some perks are great, and others genuinely harm you to take.
I do think there was a good ground work for a game to be improved on, but it isn't here. I am hoping the developer circles back for improvements.
👍 : 0 |
😃 : 0
Negative