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Korean Mix and Match

The Witch’s Spring 3″ Korean independent game

Although the domestic IOS paid list has been fluctuating in ranking due to the influence of manufacturers buying volume. But globally, there is a consensus on the solidification of the paid list. Based on the specificity of the target users of the paid list, these players tend to have better discernment and higher requirements for game quality. This is also the reason why the paid list tends to show a high quality level, and it is also difficult for new games to enter the list.

Not long ago, an independent game “Magician’s Spring 3” landed on the IOS store and stayed at the top of the Korean paid list for three consecutive days. At the same time, the game also took the second place in the Japanese paid list and the fifth place in the Chinese paid list respectively. The game’s main market is in the eastern region of Asia. Currently, the game has sold 110,000 units on TAPTAP alone, earning $1.3 million. The game development team is Kiwi Walks from South Korea.

All destinies are decided by the players

As a typical Japanese RPG, “Magician’s Spring 3” does not use the usual upgrade and fight routine. The game eliminates the traditional concept of “level” and uses the proficiency setting instead.

Every time you perform an activity with a relevant attribute, the corresponding ability value will increase. For example, defeating an enemy with swordplay will give you an increase in swordplay tendencies and strength, while defeating an enemy with sorcery will give you an increase in magical tendencies and magical power.

In addition, you can also schedule a limited number of training activities each day to increase other ability values. The game gives the player full freedom, and the development of character attributes is up to the player.

The battle mode in “The Witch’s Spring 3” is relatively new. The attacks in the game are divided into two types: sword and sorcery. In addition, you can collect props to create magic arrays to add layers to your attributes in battle. Different magic formations have different effects, but it should be noted that the magic formations will be activated at the same time there will be a corresponding cost. For example, the highest level of magic will consume all your HP and MP.

Therefore, you need to consider how to choose the best magic array in different situations. Since the game has no level setting, the difficulty of all monsters is rising with the plot, which also makes the game much more playable. (Of course you can also choose to do the “Ten Mile Slope Swordsman”: keep brushing at the initial map ….)

As the third sequel of the “Witch’s Spring” series, the story background is still a continuation of the world view of the first two generations: you need to control the witch to escape from humans and ultimately decide their own fate. The game uses multiple ending mode, all your actions in the game will affect your final decision. The game currently has a rating of 4.6 out of 5 on APPSTORE. Most players feel that this new addition to the battle setting is very impressive. But at the same time, there are a few players who are not satisfied with the completion of the game and think that the overall content is not as rich as the last one.

“This was originally a tower defense game.” Picture

Early on it was a tower defense setting

The developer of “The Witch’s Spring” series is SUYOUNG JANG, an independent game developer in Korea. What is more interesting is that SUYOUNG JANG was still studying at Seoul University when the “Witch’s Spring” series was first developed.

According to the official forum, “The Witch’s Spring” was not a Japanese RPG mode game at the beginning of production, but a horizontal board tower defense work similar to Plants vs Zombies. But then in the process of production, SUYOUNG JANG found itself not fond of this mode of game. After his own consideration, he decided to make a new RPG with the existing material and story background setting. He then spent six months making a new one, which later became “The Witch’s Spring”.

The game got the No. 1 IOS paid app in Korea shortly after its launch in 2015, and the subsequent production of “The Witch’s Spring 2” similarly reached the No. 1 paid app in Korea. In addition, “The Witch’s Spring 2” was also awarded the first place of Korea’s Outstanding Indie Game in 2016. It can be said that the fact that “The Witch’s Spring 3” topped the multinational paid charts within three days of its launch is not only related to its own quality, but also thanks to the popularity gathered by its predecessor.

According to SUYOUNG JANG in an interview with the media, he will continue to make “The Witch’s Spring 4” next, hoping to develop it into a good series to tell the complete story.

Giving up ideas halfway through is a big no-no for indie game developers with limited costs. But forcing yourself to finish a product that has to be replaced is also unlikely to lead to success. A truly successful indie game is inevitably a combination of the developer’s own hobbies and inspirations, just like SUYOUNG JANG, who was able to make a brave break when faced with a direction he didn’t like, which is also a kind of courage.

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