Witch and Council
■ About the game:
■ 《Witch and Council》 is a card battle game that is harmoniously mixed with Roguelite’s random elements, RPG’s strategy, and an attractive story.
In the game, players will get heroes with different skills, form a party and challenge the adventure to break through the stages.
■ Players will explore the dangerous yet mysterious space full of strange creatures with LULU. Discover a variety of cards and item cards, create a unique card deck to win the battle!
There is a story mode full of fascinating tales, and an infinite tower mode that stimulates a challenging spirit.■ Story:
1. Planet full of Mana particles in the air 《Widy》
《Widy》 has a similar environment to earth, however, due to the vast amount of Mana particles in the air, every creature has an innate ability to use magic.
On this planet, where various tribes and monsters have coexisted, a portal gate opens on day and chaos erupts.
2. The witch who is never satisfied 《LULU》
She is also a well-known troublemaker in the Magic Academy.
She, who is looking to find poawerful magic at all costs, eventually went into the innermost place of the academy. She stepped into the forbidden place.
What makes her become crazy about studying magic? And why did the council try to stop LULU?■ Game Features:
1. Win battles against powerful bosses.
Use your own tactic and card deck to defeat the powerful council members.
2. The boss that surrenders becomes your teammate.
If you win the battle against a council member, they will willingly become your teammate.
Collect bosses that were fearful as enemies but reliable as teammates.
Combine a variety of parties and build your own strategy.
3. Collect a variety of cards.
Each character has its own unique card.
Proceed to the stage and complete your own card deck and strategies.
Steam User 1
Witch and Council : The Card, developed and published by G1 Playground, is a roguelike deckbuilding game that attempts to expand on familiar genre foundations by introducing a party-based system rather than focusing on a single protagonist. It follows the journey of a young witch reclaiming her stolen powers, framing its progression as a series of encounters against a domineering council. While the premise is light and somewhat whimsical, the real focus lies in how the game approaches deckbuilding through multiple characters and shared strategy.
The most notable aspect of the design is its multi-character structure. Instead of refining a single deck, players manage a team, each member bringing their own cards, abilities, and passive effects into play. This creates a layer of strategic planning that goes beyond individual turns, requiring players to consider how different characters interact and complement each other over the course of a run. In theory, this system adds depth and encourages experimentation, as different combinations can lead to varied approaches to combat. However, while the idea is strong, the execution does not always fully deliver on its potential, with some interactions feeling less impactful than expected.
Combat follows a turn-based format that emphasizes careful decision-making over speed. Players must manage resources, choose when to attack or defend, and plan ahead to maintain momentum across encounters. The pacing allows for thoughtful play, giving each move a sense of importance, especially during more difficult battles. When the systems align, the gameplay can feel satisfying, with well-planned turns leading to efficient victories. At the same time, the balance between strategy and randomness is not always consistent, and some runs can feel overly dependent on the cards and relics acquired early on.
Progression is structured around repeated runs, as is typical for roguelike games, but it lacks a strong sense of long-term development. There are limited persistent upgrades to carry forward, which can make failed attempts feel less rewarding than they might in similar titles. This design choice places more emphasis on immediate decision-making within each run, but it also reduces the sense of gradual improvement that often drives engagement in the genre. As a result, players may find motivation fluctuating depending on how successful or satisfying individual runs feel.
Visually, the game stands out with a bright and expressive art style. Character designs are colorful and distinct, and the overall presentation carries a playful tone that contrasts with the strategic nature of the gameplay. Animations and effects are lively enough to keep battles visually engaging, even if they do not significantly evolve over time. The narrative elements are relatively simple, serving more as a backdrop than a driving force, but they align well with the game’s lighthearted aesthetic.
In terms of content, the game offers a decent variety of characters, cards, and modes, including both story progression and challenge-based play. These elements provide some replay value, but the lack of deeper mechanical variation can make extended sessions feel repetitive. The core systems remain largely unchanged as players progress, and while there is room for experimentation, it does not always translate into significantly different experiences from one run to the next.
There are also noticeable balance and design issues that affect the overall experience. Difficulty can fluctuate unpredictably, and certain encounters or builds may feel disproportionately challenging or underdeveloped. This inconsistency can undermine the strategic aspects of the game, as success sometimes feels tied more to favorable conditions than to player skill alone. Additionally, the interactions between characters and their decks, while conceptually interesting, are not always as cohesive or impactful as they could be.
Despite these shortcomings, Witch and Council : The Card manages to remain engaging through its core idea and accessible design. It offers a fresh take on the deckbuilding formula, even if it does not fully refine its systems to the level of more established titles in the genre. The combination of approachable mechanics and a unique party-based structure gives it a distinct identity, making it worth exploring for players interested in variations on the roguelike card game format.
In the end, Witch and Council : The Card is a game defined by its potential as much as its execution. It introduces interesting ideas and presents them with charm, but it falls short of fully realizing the depth those ideas suggest. For players looking for a lighter, more experimental take on deckbuilding, it offers an enjoyable experience in short sessions, even if it may not hold attention over the long term.
Rating: 7/10
Steam User 1
I like the team building, some units may be a little weak and have little to no synergy without luck on your side, but fear not if you use Milla, the mvp, the goat, the savior, you can save runs that would otherwise be impossible.
Steam User 0
lulu me goat