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Witchy Life Story ((NEW))


Witchy Life Story is a visual novel about a witch who has been sent by their family to help out a small town. During the course of the story, you have the option to fall in love, help out all the people in the village, and learn a little bit about yourself along the way as well.




Witchy Life Story



Witchy Life Story is like most visual novels in that the story progresses on rails for the most part. While the main character has some autonomy in who they choose to date (if they choose anyone at all) and some dialogue choices, the days progress mostly the same through every playthrough.


The characters are diverse; the romanceable characters are a woman, a man, and a non-binary love interest who can be romanced by any gender. There are loads of looks, body types, and pronouns to choose from; players of all genders and sexualities will feel included in this cute little story.


One of my favorite things about Witchy Life Story is how much real-life advice is hidden in the game. The main character not only helps out the villagers with spells but also gives them meditation techniques to help them live their best lives. These are all real relaxing techniques that actually work, many of them having been recommended to me by therapists at one time or another.


Particularly diverse character creators have a way of giving folks permission to take up space and exist in the virtual world. Sometimes that is the only space that feels safe and welcoming to someone who is going through a rough transition or a difficult life due to circumstance and stigma. A diverse character creator says we value you and want you to feel comfortable playing our game and it is important to us that you enjoy your time here and are able to express yourself in a way that feels natural to you.


Hagstrom: Diverse character creators make it so that everyone feels seen, considered, and comfortable. Video games are an immensely valuable tool for integrative and immersive storytelling, and if a player is not given the tools to tell their own story, they've been constricted in an unfair way. More and more, video games provide a space to explore one's own identity and expression, so it's important to give every player a full set of tools to craft and hone that identity! For me, as a character designer myself, character is really my bread and butter. To create a character that literally gets placed into the world of a video game is a unique experience that allows for an immersion and exploration that few other vehicles of storytelling can provide. It's so important to be able to not only see oneself in a game, but also, to be able to try on new identities and methods of expression within the character creator itself.


Scott: I believe there are twenty different options to explore in our character creator, with varying numbers of choices or colors within each of those options. These are split into the categories of Body, Face, Features, Fashion, Name, and Pronouns. Notice that there is no option to select a sex or gender which unless you are showing nudity or it is vital to the story or interactions with the player, these are often an unneeded box for players to put themselves into. But overall, there are two hundred and forty one individual choices with 2.0E+20 possible combinations. We hope that it feels big enough to express yourself authentically within the world of Witchy Life Story.


There are also diversity representations that would have been more of an option if we had posing, like wheelchairs, walkers, or canes. These mobility tools become a part of the way the world sees you and how you come to understand yourself and it would have meant a lot if we could work these elements in. I feel similarly about glasses as many games give you a couple glasses options but mostly have a variety of sunglasses. Glasses end up framing your face and becoming a dominant part of your look, so it is important to get a shape close to what you actually might wear in real life. There are a lot of hard decisions we made when deciding what features to commit to. I only hope that the features that make it into the game help push progress forward and allow players to more comfortably exist in our virtual world.


Scott: I think it is both and speaking from my own experience, I often try to make myself in character creators so that I feel like myself in the game world. This allows me to sit authentically in my identity and represent myself to other players as I actually am when multiplayer is involved. In the past, I have also chosen to make women characters who were not like me but were aspirational long before I figured out my gender identity. The custom character space leaves room for that exploration and allowed me to take small steps toward accepting something about myself before completely upending my world by exploring living as a woman in real life.


Hagstrom: It's definitely both! And not only as an expression of the player themselves but also as an expression of their own desire to take part within the weaving of the game's story. I often use character creators to not recreate myself within them, but to create a completely new character in itself, and that makes the game experience feel so much more personal and expansive in my own mind.


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As is town life sim tradition, Witchy Life Story begins with your customized witch arriving in the tiny town of Flora to help the locals with your special abilities. Less traditionally, you actually do not want to be there escaping from the big city. You've been shipped off by your grandmother to serve as their witch for two weeks, all to prove that you aren't a total embarrassment to your bigshot witch family the von Teasels. Best get to brewing then, shouldn't you?


Take note that Witchy Life Story is definitely more on the narrative side of sim games. It's "a cozy story filled with chaos, friendship, and romance," Sundew Studios says on its store page. I spent most of my time in conversation with the six main characters around Flora, learning about the impending festival and choosing dialogue options for my desired flavor of chaos teen (overconfident or totally disaffected).


The witchy bits center around gardening and brewing, both of which are pretty simple. A selection of flowers will pop up in your garden each day for you to clip and water, though a few will take multiple days to bloom again, and you're able to use fertilizer you've collected to speed them up.


As a story-led game, it'll be the cute but sassy flavor of teen writing that makes or breaks this one for most people. Convenient then that you can hop in to give it a try in the demo. If it's just the recipe you'd been waiting for, launch day on September 30 is just around the corner.


Witchy Life Story is a humorous visual novel about a witch who has been sent by their family to save the harvest festival of a small town called Flora. In order to do this she must help out the villagers of the town during the course of the story by tending her garden and collecting plants for spells and rituals which can be then be used to solve their problems. The story is filled with chaos, friendship, and romance.


"Later, years later, I would hear a song made of our meeting," says the hero of Madeleine Miller's Circe, of her romance with the mortal Odysseus. Circe is referring to Homer's version of the story, in which Odysseus arrives on her island sea-battered and mourning for his men killed by the cruel Laestrygonians. Circe entraps his remaining men and turns them into pigs. But Odysseus, with the help of the god Hermes, tricks Circe and makes her beg for mercy before becoming her lover.


"I was not surprised by the portrait of myself," Circe says, "the proud witch undone before the hero's sword, kneeling and begging for mercy. Humbling women seems to me a chief pastime for poets. As if there can be no story unless we crawl and weep."


Though most of Circe's fame derives from her short encounter with Odysseus in Book 10 of the Odyssey, Miller's novel covers a longer and more complex life: her lonely childhood among the gods, her first encounter with mortals, who "looked weak as mushroom gills" next to the "vivid and glowing" divinities, the awakening of her powers, and finally, the men who wash up on her shores, souring her trust with their cruelty.


I also enjoyed learning about folklore that is largely unfamiliar to me, especially through the framework of traditional tea ceremonies and games. Thankfully, none of these gameplay mechanics were too complicated, and most of the game runs in a standard visual novel format. This meant I could easily focus on the story and use these low-difficulty interactive games to further my immersion into the mystical setting.


After having created his character, we discover his story: we are 18 years old, not really an adult but no longer really a teenager. A little hair in the hand and a certain rejection of family authority. It must be said that our last name seems particularly heavy to bear. Fortunately we can count on the support of our pet, a crow named Ramsey.In order to put us a little lead in the head, our grandmother sends us in a backwater answering to the sweet name of Flora in order to help its inhabitants with our witchcraft.


I have always read fiction to find models for how to live, how to be. I am not alone; we search for ourselves in story, often seeing our own lives in fictional plots and imagining our potential futures through the lenses of fictional lives. Stories offer us ways to make sense of our pasts and to forge a way of being in our presents and futures. The stories we read, the plotlines we encounter, impact our sense of ourselves and what is possible. 041b061a72


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