Witcheye is a big, colorful, old-school platform adventure with a unique touchscreen control system that gives unparalleled control over the hero. Swipe to move and touch to stop, bouncing off of enemies and dodging hazards in six vibrant worlds. Set off on an adventure as a mild-mannered witch who transforms into a flying eyeball of vengeance after a smarmy knight and wizard steal her spell ingredients. You'll guide her through 50+ levels, each containing something completely unique: tricky new enemies, mysterious new environments, and puzzling new secrets. These elements are brought to life with colorful, clean pixel art and a lively, head-bobbing original soundtrack.
Designer Peter Malamud Smith was the co-creator (with Charlie Hoey) of the viral hit The Great Gatsby For NES, and creator of the well-received mobile action puzzlers Satellina and Satellina Zero.
- Unique, intuitive controls, for a fresh take on a classic gameplay style
- 50+ fast-paced levels full of unique elements, including over 100 enemies, minibosses, and bosses
- Crisp pixel art visuals
- 30+ track original soundtrack
- Unlockable bonus modes and challenges, including a hard mode with fully remixed enemies and levels
- Robust speedrun features, including player ghosts and timers with built-in splits
Ratings and Reviews
Eye see a classic in the making!
Witcheye is a delicious love letter to classic arcade/platformers. The pixel art is gorgeous in a market oversaturated with similar art styles. The music is cute too. Most of all, controls are tight and the gameplay is super satisfying. Lots of replay value! Multiple difficulties, boss AND mini boss rushes, and speed runs.
Great game, but frustrating controls
The graphics are great, the music is good, and the level design is charming and fun. Although, I find controlling the player extremely frustrating. Simply put it’s just not fun to be the player.
I appreciate the simplicity the developer was going for with the controls, but I feel like a more precise alternative would have been more beneficial. Perhaps the developer could have implemented a seeking behavior where the player would fly directly to wherever the user’s finger is pressed down. Maybe having a virtual joystick instead could have worked too. Even just restricting the player into only being able to move in 8 directions could be better than the current implementation. The swiping mechanic is immensely inconsistent.
This game is a breath of fresh air. I haven’t played a game this polished on the App Store in a while. I really want to like this game, but I just can’t with the current controls. All in all, I would still considering picking up this game just to support the developer and encourage them to make more games to this standard. Even with just frustrating controls, I’m still going to tough it through and beat the game.
Great pixel art, tons of collectibles, challenging but fun gameplay, leaderboards and achievements galore, cool and unique story, controls that are perfect for touchscreen - all these things contribute to one of the best mobile games I’ve played this year. And I play a LOT of mobile games. =)
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