Now released on steam!
Witch Thief is a 3D bullet-hell, set in a quirky fantasy realm. Play as the snarky Witch on a quest to steal the greatest magical Grimoire from the Last Immortal. Dodge and weave through endless waves of deadly projectiles, overcome a cast of quirky mages, unlock new heroes and discover the true power of the Grimoire.
You'll certainly see the inspirations of other Shmups in my design, but I believe Witch Thief brings a unique spin to the genre and from showing at conventions in Australia, think it has a much easier entry point for newcomers to the genre!
Screenshots!
Features!
Unique Bullet-Hell Perspective
Unlike other Shmups, Witch Thief gives you control of a full 3D camera. Rather than the classic birds eye view, you will witness bullet hell from a whole new perspective!
Dodge intricate bullet patterns
Terrifyingly intricate storms of bullets will rain down as you journey on your quest. Study, learn and apply your dodging skills to outmaneuver the incoming perils.Touching even one bullet will kill you - so beware!
Unlock a range of quirky playable characters
Choose to play one of many Witches. Experience fresh new dialogue, different bosses and unique spells to achieve their goals.Each character has unique spells and dialogue, and may encounter different and challenging bosses on their path to the Grimoire.
Musical tracks
A fully original soundtrack, accompanying you on your perilous journey to the Grimoire. Each character and stage has a unique theme that captures and plays upon their essence.
Battle Relentless Bosses
Your path is not an easy one. Face insane bosses, wielding great magical power and unleashing torrents of complex bullet patterns. They will stop at nothing to protect the Grimoire.
Unravel a world of mystery
As you explore and overcome every stage of the game learning more about the world first from the perspective of the Witch Thief, but later as many other unlockable characters you will experience new perspectives of the story.
Difficulty ranges:
Not everyone wants the hardest difficulty. Witch Thief ranges from practically no combat “Chill” mode to the extreme “Insanity” mode which increases both bullet counts and speed. Oh you only get one life there too.
Disclaimer:
Bright Colours
Flashing Lights
Camera Shake
If you encounter something in Witch Thief that you feel should be in this Disclaimer, please reach out!
Find out more!
// EDIT: Below here is the original post ======================================================// EDIT: Below here is the original post ======================================================// EDIT: Below here is the original post ======================================================Witch Thief is a 3D Bullet hell set in a quirky fantasy realm
Play as a snarky Witch on a quest to steal the greatest magical grimoire
from the last Immortal warrior. Dodge and weave through bullet hell,
overcoming a cast of quirky mages.
Goal
Your goal is to reach the end of each level, blasting through a series
of smaller stage minions and the much more complex and deadly bosses.
To do so you will need to master dodging and weaving through the intricate
bullet patterns that the enemies fire at you.
Progress:
I have completed approximately 30% of the game. The core systems for
building levels and bullet patterns are in. Still ironing out little bugs.
Focusing mainly on the vertical slice I've got so far and once that is looking
slick I'll begin to build on the rest of the content.
Character:
I'm not settled on the art style presented here however, this is
the progress on the character I have built so far.
Hoping to exaggerate the animations a fair whack more
Music:
So far, I have no music at all in the game.
My chief inspiration
Touhou is renowned for its music and I'll likely
aim towards it for Witch Thief.
Happy to hear from any musicians out there who think they might be a good fit
The Team:
Witch Thief is primarily developed by myself, Timothy Bermanseder.
In true indie fashion I'm handling almost all aspects from art to programming
to music and marketing.
I'm not too intent on keeping it that way I just haven't really needed to branch
out and recruit more people to work on it yet.
A shoutout goes to the rest of the guys at
Cardboard Keep who help me playtest and
discuss design.
When did the project start?
I started the project as a weekend design experiment on the 8th of March, 2017.
I've been working on it for a little over two months.
Inspirations:
It started as a design experiment for taking a traditional bullet hell
Shmup and pulling the camera down into a third person perspective. This quickly
evolved into seeing how far I could take it programming as I am trained as a
game artist not a programmer.
And then, I was just having too much fun!
My core inspirations for the game stem from Touhou, a Japanese bullet hell and
Tyrian my childhood shmup of choice.
I'd love to hear any and all thoughts so I can make this into a sweet little game
I'm hoping to post my progress here every week so if I fall behind go ahead and get on my case :D