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Great sound effects and audio design here make each environment a treat to explore. Foliage moves when touched, small animals skitter away when approached, and tiny insects fill the air with appropriate buzzing sounds. Every environment is unique and brimming with small details. The tone is also complemented by its fantastic visuals and sound design. I liked this because it doesn’t take itself too seriously, and it isn’t too dark in these trying times. For example, reanimating a corpse seems morose, but the game approaches it with levity by making a joke out of the corpse only responding to questions with zombie groans. These interactions with NPCs are entertaining the small tales range from goofy to morbid while overall keeping a lighthearted tone. Then the Charm is Firm and GoodĮach quest involves collecting an individual’s soul, and each has a small narrative attached. Collecting resources and crafting feels real zen most of the time. There were times where the multi-tiered quests felt a bit like padding, but Wytchwood allows for more of a laidback experience, where I could shut off my brain and go into autopilot. Overall, I found the gameplay rewarding enough that I didn’t mind a lot of the backtracking. It’s a system that takes away a lot of the monotonous experimentation that comes with other crafting games.
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Gathering ingredients is also mercifully straightforward: Not sure how to kill an insect? Open up your handy witch-vision, which conveniently tells you that insect’s weakness. This streamlined approach makes crafting feel easier to bear.
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Thankfully, crafting is so intuitive! Open up the recipe book and hold a button to craft. It’s something to keep in mind if you find the idea of collecting ingredients over and over again off-putting. It’s fairly addicting if you don’t mind collecting and crafting, but most of the time it feels like a lot of busywork in order to progress quests forward. This could become an issue for some since the game is around nine hours long.Īs a result, Wytchwood has a game loop that involves the assignment of an objective, then gathering and crafting things to complete the quest. Fast travel mitigates this, but fast travel points feel too spaced out to cancel out back-tracking entirely. Gathering resources means that there is a lot of back-tracking. It’s to add challenge to the game, I’m sure, but it really makes for a slower pace. I get it that Wytchwood is a crafting-focused game, but I wish it didn’t rely so much on recipes that require other crafted things on top of other crafted things. The issue is that I felt like I spent most of my time crafting with a lot of the same ingredients over and over again. Eye of Newt and Toe of Frog…and More Eye of Newt Pieces of wood, feathers, animal eyeballs, goblin slime, dried worms, dragonflies, and fairy dust…there are so many ingredients to gather in this game and so many recipes to craft.
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In order to fulfill the contract, you must gather resources to craft all kinds of things, from traps to devices to help gather even more resources and ingredients. The contract entails that you collect the souls of 12 individuals to wake up a woman stuck in an enchanted slumber. Wytchwood is a crafting-focused game where you play as a witch who has amnesia and needs to fulfill a contract she signed with a mysterious goat.
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