Compara los precios de Wicce en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Alpheratz Games . Publicado por CFK Co., Ltd.. Lanzado el 4/5/2016. Disponible en PC. Géneros: Action, Indie.

A one-person Korean fever dream about a mother witch charging through a plague-rotted town on a broom - haunting in exactly the right ways, shallow in a few of the wrong ones.

I have a soft spot for games that arrive quietly, credit a single person in the developer field, and somehow carry a feeling that no committee ever touched them. Wicce is exactly that - a side-scrolling action platformer built almost entirely by one Korean developer under the alias Alpheratz, and it wears that handmade quality all the way through, for better and occasionally for worse. The premise is a dark fairy tale compressed into wordless picture-bubbles. Wicce, a witch living on the forest edge, sends her daughter on an errand and the child never comes back. She grabs her broom and walks into a town overtaken by spectral plague. That's the whole setup, and the game never undercuts it with text boxes or clumsy exposition. Every story beat is conveyed through small illustrated vignettes, which keeps the atmosphere thick and dream-adjacent in a way that more dialogue would only dilute. What surprised me most is how the game threads a moral choice into the action. That broom-powered area special - the one that costs Wicce her own health - can cure plague-stricken survivors if you reach them before a draining timer runs out. Save enough of them, find the hidden stone tablets, seal the bosses in paper chains with the magic seals you've collected, and the ending shifts. Three endings in total, all determined by how generously or ruthlessly you moved through the cursed night. For a sub-two-hour action game, that's a real design choice. The combat toolkit is small but distinct. Wicce's broom produces a three-hit melee combo that fires broom-energy beams with generous range, a charged homing orb that chases the nearest enemy, a broom air-dash that covers a full screen's distance in a breath, and the health-costing AoE that doubles as a heal for nearby survivors. Bosses appear mid-chapter, retreat once you bring them low, then return at the chapter's end with extra patterns - and if you have the magic seal in hand, you get a brief quick-time binding sequence to seal them for good. The structure is clean and purposeful. The hazard variety is thinner: spikes, saw wheels, death pits, and a small roster of enemies - eyeballs, worms, skeleton hands, and infinitely-respawning fish that get tiresome fast. The presentation is where Wicce earns real admiration. The paper-doll animation style is closer to Vanillaware's puppet work than to the jank you might fear, though the solo production does show in the cutscenes more than in actual play. Settings cycle through forest, plagued city streets, and underground passages - not original locations on paper, but the gothic color palette and the handcrafted enemy designs give them texture. The soundtrack is 19 tracks composed by three collaborators including the lead developer. It is, without question, the part of this game that stays with you longest - medieval, melancholy, and slightly wrong in pitch in the most intentional way. Some players noted early launch camera jitters that made the screen disorienting at speed, but patches addressed the worst of it, and a significant update in June 2021 cleaned up many lingering issues. The honest ceiling here is low replay depth and a playtime around one hour per run. The level geometry can be too right-angled, hitboxes occasionally disagree with what you see on screen, and the combat never scales in complexity the way you might want. But Wicce knows its length. It does not overstay. There is something genuinely rare about a game this small that chooses to give you three different moral outcomes based on whether you stopped to save strangers. The ghost of a child hidden in secret passages, sharing visions of the night before the plague - that is the kind of quiet detail a solo developer hides in a game because they care, not because a design document demanded it. Kai, Scout Team

Wicce

Wicce

4 may 2016Alpheratz Games CFK Co., Ltd.
GamerScout opina

A one-person Korean fever dream about a mother witch charging through a plague-rotted town on a broom - haunting in exactly the right ways, shallow in a few of the wrong ones.

PC
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Mínimo histórico: €0.67

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Acerca de Wicce

I have a soft spot for games that arrive quietly, credit a single person in the developer field, and somehow carry a feeling that no committee ever touched them. Wicce is exactly that - a side-scrolling action platformer built almost entirely by one Korean developer under the alias Alpheratz, and it wears that handmade quality all the way through, for better and occasionally for worse. The premise is a dark fairy tale compressed into wordless picture-bubbles. Wicce, a witch living on the forest edge, sends her daughter on an errand and the child never comes back. She grabs her broom and walks into a town overtaken by spectral plague. That's the whole setup, and the game never undercuts it with text boxes or clumsy exposition. Every story beat is conveyed through small illustrated vignettes, which keeps the atmosphere thick and dream-adjacent in a way that more dialogue would only dilute. What surprised me most is how the game threads a moral choice into the action. That broom-powered area special - the one that costs Wicce her own health - can cure plague-stricken survivors if you reach them before a draining timer runs out. Save enough of them, find the hidden stone tablets, seal the bosses in paper chains with the magic seals you've collected, and the ending shifts. Three endings in total, all determined by how generously or ruthlessly you moved through the cursed night. For a sub-two-hour action game, that's a real design choice. The combat toolkit is small but distinct. Wicce's broom produces a three-hit melee combo that fires broom-energy beams with generous range, a charged homing orb that chases the nearest enemy, a broom air-dash that covers a full screen's distance in a breath, and the health-costing AoE that doubles as a heal for nearby survivors. Bosses appear mid-chapter, retreat once you bring them low, then return at the chapter's end with extra patterns - and if you have the magic seal in hand, you get a brief quick-time binding sequence to seal them for good. The structure is clean and purposeful. The hazard variety is thinner: spikes, saw wheels, death pits, and a small roster of enemies - eyeballs, worms, skeleton hands, and infinitely-respawning fish that get tiresome fast. The presentation is where Wicce earns real admiration. The paper-doll animation style is closer to Vanillaware's puppet work than to the jank you might fear, though the solo production does show in the cutscenes more than in actual play. Settings cycle through forest, plagued city streets, and underground passages - not original locations on paper, but the gothic color palette and the handcrafted enemy designs give them texture. The soundtrack is 19 tracks composed by three collaborators including the lead developer. It is, without question, the part of this game that stays with you longest - medieval, melancholy, and slightly wrong in pitch in the most intentional way. Some players noted early launch camera jitters that made the screen disorienting at speed, but patches addressed the worst of it, and a significant update in June 2021 cleaned up many lingering issues. The honest ceiling here is low replay depth and a playtime around one hour per run. The level geometry can be too right-angled, hitboxes occasionally disagree with what you see on screen, and the combat never scales in complexity the way you might want. But Wicce knows its length. It does not overstay. There is something genuinely rare about a game this small that chooses to give you three different moral outcomes based on whether you stopped to save strangers. The ghost of a child hidden in secret passages, sharing visions of the night before the plague - that is the kind of quiet detail a solo developer hides in a game because they care, not because a design document demanded it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Paper-Doll AnimationWordless StorytellingMultiple EndingsMoral ChoiceGothic FairytaleBroom CombatSolo DeveloperDark AtmosphereMedieval HorrorShort-Run Replayability

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
2 GB RAM
Network
Broadband Internet connection
Storage
200 MB available space
Processor
CPU 6300 @ 1.85GHz 1.40GHz

Recomendados

Memory
8 GB RAM
DirectX
Version 9.0
Storage
200 MB available space
Graphics
NVIDIA GeForce GTX 660

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Información del juego

Desarrolladora
Alpheratz Games
Distribuidora
CFK Co., Ltd.
Fecha de lanzamiento
4 may 2016

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¿En qué plataformas está disponible Wicce?

Wicce está disponible en PC.

¿Cuándo se lanzó Wicce?

Wicce se lanzó el 4 de mayo de 2016.

¿Quién desarrolló Wicce?

Wicce fue desarrollado por Alpheratz Games y publicado por CFK Co., Ltd..