![]() Adding to the irritation are some poorly positioned respawn points, forcing lengthy re-treads of a section, just to see if the frame rate dies a death again. It makes certain encounters borderline unplayable, leading to frustrating player deaths. Once different bullet types are unlocked – boomerang and rocket shots, in particular, are an absolute nightmare – and more bad guys appear on screen, the game grinds to a halt, regularly pausing for a second or two mid-combat. Unfortunately, The Knight Witch falls apart from around the halfway point onward. Highlights include lightning storms, spectral maces, and a sword-spewing magic bird. A few too many of the spells are a bit useless and will soon be forgotten, but like a Foo Fighters album, there are enough bangers to make you forget about the pointless dross in between. You are actively encouraged to play with spells and their configuration as they are instantly shuffled back into your hand, removing any sense of penalty for experimentation. You can have six spells in your hand at any one time, each one powered by the mana gathered from fallen enemies. ![]() During your travels, you’ll find spell cards that can be added to your hand. Heck, even the deck-building elements work well. Twin-stick combat is thrillingly challenging, whilst the controls are tight and precisely configured. The push and pull of fame versus integrity is expertly explored in the narrative, but for mechanical purposes, The Knight Witch can acquire a series of stat boosts until they become a whirling dervish of bullet spewing death. ![]() Ultimately, this means that the more famous and beloved you are, the more powerful you become. ![]() It also gives you the opportunity to find denizens of Dungeonidas on your return visits, each one boosting your magical link. ![]() The Metroidvania elements are well-done and satisfying returning to old levels with a pumped-up Knight Witch to uncover previously inaccessible secrets is great fun. The blend of genre and mechanics work well too. ![]()
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