Reviews from

in the past


Not bad, not the best. It's repetitive once you beated the first missions, and the only gameplay that has is recollecting resources to do stuff or to keep recollecting.
I guess it's worth a shot if you like more relaxing games.

i lowkey have a crush on that witch.....

it's cute and fun at first until you have to run from one end to the map to the other so you can collect an item to make an item to collect another item which you then use to make another item which requires 2 other ingredients collected from rhe same process. and you do this at least 50 times in the game.

What could have been an easy 3.5/5 misses the mark with absent sense of progression and quality of life features.

Ingredients and enemies are often obtainable in one place, in one way. Those obtainable in multiple places oddly do not have demand to match their abundance.

As with most crafting games, progression leads to “tiers” — you need A and B to make C, C and D to make E, etc. In balanced crafting games, you tend to obtain Tier 1 ingredients in greater quantities or start obtaining Tier 2 items without the need to start from scratch, for example. This leads to much backtracking in Wytchwood.

Fast travel could be improved but luckily the maps are small enough that you are not bogged down by your single walking speed. Unfortunately there is no sense of power improvement, as enemies will still drop 1 of each needed ingredient (leading to grindier farming) with only a single way of taking them down.

The music, writing, and art style saved this game from being a complete pass, but I hope you like backtracking, then backtracking some more.

I truly love the coziness of wytchwood, I mean...being a grumpy witch roaming around and punishing bad guys? Love everything about it. Interactions are funny, you grow to like the characters and the game itself is so beautiful. I mean the art is so gorgeous that a bit more backtracking than expected isn't something you pay so much attention to (except for the mosquitos in the swamp I detest them sm). But the pacing in the end (last 4 souls) seems a bit rushed, especially the ending. The ending was really unexpected and left more questions than answers which made me a bit sad because it had a really cool thing going on.


Extremely chill game with a satisfying loop, charming art, and music. Overstays it's welcome a smidge in the latter third of the game and I encountered some weird bugs with trophies on PS5 (was still able to plat but it took some fiddling).

I adore the art, music, and design of this game. this game both leans into the fairy tale theme and also subverts it at times, and you never know when it’s gonna do which. unfortunately it involves quite a bit of backtracking and running around to places you just were, but I was surprisingly invested in this story so I found the patience for it.

Video review:
https://youtu.be/348FBxrRS3M
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Very casual
Stunning art style
Well-written fairy tale stories
Collect resources and craft potions, traps and spells
The crafting chains are lengthy (collect 2 items for A, but you also need to craft B out of XYZ for which you need…)
Gathering and crafting gets grindy over time and isn’t rewarding
No combat, no challenging puzzles, no gameplay progress
Everything is spelled out for you

I had hoped this would be a neat little indie game about magical crafting in a mystical world. It was, sort of, problem is it was also an annoying chore when the game just wouldn't let a quest end and had you backpedaling like mad to old locations to get something like a jar of water.

It wasn't just the backpedaling, but the stacking of requirements just to get a simple ingredient seemed absurd. Like mosquito needles? You gotta make a smoke bomb to stun them before you can chop them. The smoke bomb isn't free, that has 3 required ingredients, and I think one of them is a two-fer. So just to get a mosquito needle, you've used 4 other ingredients. And maybe you need 5 of those needles, so 20, now. This is the structure of Wytchwood.

When you first open your grimoire and see how many things you can make, you don't really know what you're in for. When you're not even done with the first batch of souls and only 25% of it is full yet you're already feeling overwhelmed by the complexity of some of the crafting, something is wrong. The way the game works, its foundation, is basically "you will need a LOT of everything and you won't know when you'll need it". So you can't even just walk anywhere, you have to stop and pick up everything that has a glowing outline, because for all you know, the next quest needs 30 of whatever you're grabbing. And that's not wild: it probably does. And if it doesn't? The next may.

I got sick of this fast. I never finished the first batch of souls. Maybe my issue was sort of "starting" every quest at the same time, but that was how I realized how they get "harder" is just by making the reagent requirements stack up to absurdity. One of the three items you need for this is a protective talisman, you need three items to make a protective talisman, one of those items is magical paste, magical paste has three ingredients, over and over and over. Quite fucking tiresome.

I liked the atmosphere and art style. The game looks good. Nice audio to go with it, though when you approached someone humming, for some reason it could get loud enough to vibrate your speakers when everything else you've ever heard was just fine. I liked the writing, the humor wasn't incredible but it worked, I think it kept me hooked for longer than I ever would have been. It helps distract you from the tedium, basically.

It's a subpar game unless you love love LOVE this shit, and I don't have anything else to really compare it to. Which, cool, it's unique and was clearly a gamble. It's nice seeing someone take a chance and experiment. I just think the experiment failed. I have zero doubt that the last batch of souls has requirements stacking up to such complex nonsense levels that I would have rather just sit here and shit my pants than find out its ending.

pretty and probably fine but just not for me soz x

The art direction and story was gorgeous but it's basically a bunch of fetch quests one after the other. I had fun with it as a mindless distraction but it's not very engaging after a while.

Just a suggestion to any developers looking to make Wytchwood but better.

If I'm 1 hour into a game about crafting - please, please, PLEASE don't immediately drop me 4 levels deep into fetch quests... because I will quit your game.

You have go to fetch the Snake for the Goat, but to get the Snake requires the Mirror Shards, but to get the first Mirror Shard from the Goblins I need to eliminate some other woodland creature, and to eliminate the creature I need to craft something or other, and to craft that I need to travel to various corners of the map to retrieve three items to craft another item which is part of the recipe for so-... ZZZZZZZZ.

I looked up that this game was 10 hours long, realised I'd barely escaped the first hour, and tapped out immediately.

It's a shame because the art and music in Wytchwood was lovely. Seemed like the basis for a nice relaxing chilled experience, but Fetch Quest: The Game needs a lot more seasoning to it to avoid it feeling like work.

story was somewhat interesting and the art was beautiful but it's just hours of fetch quests.

i loved this game!! i'm replaying it right now and the feel of it is just so welcoming. it's relaxed and helps me calm down and zone out and fall into a very pretty and magical little world. love her

Farm game, but you don't have a farm, and put curses on people. Really satisfying mechanical loop!