A Magical High School Girl

A Magical High School Girl

released on Nov 22, 2016

A Magical High School Girl

released on Nov 22, 2016

A Magical High School Girl is an isometric grid-based turn-based roguelike RPG. However, unlike normal roguelikes, the HP system, experience system, levels, UI, and almost everything else has been reimagined to fit the theme of the game. And most of all this is the first roguelike to offer an enjoyable experience for even casual players. But this game has many layers, and even roguelike veterans will have something to look forward to in the diverse systems this game has to offer. The same combination of words will always create the same spell, so tell your friends about the spells you discover and use the knowledge you've hoarded to beat others in time attack mode. There's all sorts of ways to play!


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This review contains spoilers

I know this game is not for everyone, but I like it for what it is and is actually one of my favorite games. I have it on my Switch, iPad, and on PC. It's a very unique rogue-like game with magical girl/witch theme. I love the novelty idea of the naming of spells. The main flaw is that the naming system isn't perfect but I like the mystery and figuring things out and also the challenge as this game is not easy, especially when you reach the later levels. Another flaw is that there isn't much story... it's a no-nonsense approach as you get straight to play the game more or less. I have played the game to the end and there is no additional info or backstory about the other witches... but instead you do gain access to their individual witch dreams that are basically challenge runs as they all have different themes/setup and you start with nothing/level 1. I would love to see a sequel where they can perfect/improve the naming system and maybe add more to the story for us to get to know the characters more.

Decent game with a really cool idea, but not what i want to play right now.

Yes, it is really cute, and the idea of naming your own attacks is novel.

Problem is its name influences what it does, which really defeats the purpose. I imagine if you named something Flame Heart for a heal, you gave yourself a fire spell good job. You gotta be really specific. Oh, and if you're going for a reference like Tiro Finale? You won't know what it actually does until you use it, and odds are it won't match what you had in your head.

Things like this and no item descriptions just make the game demand a lot out of what should just be a cute fun time. Novel idea but needs better execution.