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Witch's Girl

by Geoff Moore profile


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Number of Ratings: 18
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1-18 of 18

- erzulie, October 7, 2019

- Sobol (Russia), January 5, 2018

A web game with a classic CYOA-book style about witches, February 3, 2016

This game is cute, and intricate, and illustrated with whimsically primitive but talented drawings. It is the story of two friends in a magical world who go on a quest to save the world.

Like the PDF game Trapped in Time or the Twine game You Will Select a Decision, Witch's Girl uses page numbers and 'Turn to page ...'. About a fourth or a fifth of pages have an illustration.

The game is quite intricate; it has an inventory system and a time travel system, and much of the game consists of using time travel to obtain various items and revisit different areas. I would budget a significant amount of time to play it (1-3 hours).

Excellent game.

- Khalisar (Italy), July 25, 2015

- magic sympathy, June 2, 2015

- timsamoff (Southern California), May 16, 2015

- guinevak, April 14, 2015

- Doug Orleans (Somerville, MA, USA), April 6, 2014

- Floating Info, April 1, 2014

- Emily Boegheim, March 15, 2014

- Molly (USA), February 18, 2014

- The Xenographer, May 6, 2013

- liz73 (Cornwall, New York), May 6, 2013

- E.K., April 30, 2013

2 of 2 people found the following review helpful:
The Arc of the Coven, April 30, 2013
by Sam Kabo Ashwell (Seattle)
Witch's Girl a browser CYOA framed as a children's story, and combines gently snarky humour, simple but charming illustration and a turn-to-page-N conceit to suggest a picture-book. Two small girls, Oblivia and her best friend Esme, encounter a witch who directs them on a time-travel adventure to save their (slightly hazily-defined) fantasy world.

The emphasis here is rather more on the adventure part than the saving-the-world part; in a few important respects the story resembles a game of make-believe more than a work of authored fiction. The long-arc plot is conspicuously an excuse to run around and have adventures, and is often temporarily forgotten in favour of more immediate distractions. There's a pleasantly childlike focus on the cool stuff that's happening now; but there's also a certain snarkiness about the whole enterprise that gives it a more disaffected grown-up feel at times.

Structurally, a degree of puzzle difficulty is added by a time-travel mechanic; in order to find items to solve gateway puzzles and advance to the next stage of the central plot, you need to use the witch's cauldron to travel back to earlier points of the plot and choose alternate paths. This means that you have to consume most of the game's content in order to win. Towards the end this devolves into lawnmowering through all the options, but it's less annoying than it could be; finding the last few items took about the right amount of time, as far as I was concerned.

My feeling was that it could have benefited from a little more use of state; it's a game about collecting items that doesn't have an inventory, which can make it a little hard to keep track of things. And it'd have been nice if there had been slightly more illustrations, more evenly distributed through the text. But overall, a pleasant experience.

- Danielle (The Wild West), April 29, 2013

- MTW (Truth or Consequences, NM), April 29, 2013

- Mr. Patient (Saint Paul, Minn.), April 29, 2013

1-18 of 18 | Return to game's main page