
A Magical High School Girl / 魔法の女子高生
Type a word, conjure a spell: illuCalab's doujin Mystery Dungeon love letter lives or dies on one clever naming trick, and that trick is genuinely worth your time if you can forgive a rough dungeon shell around it.
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About A Magical High School Girl / 魔法の女子高生
My first hour with this game was spent typing increasingly unhinged spell names into the anonymous magicite slot and watching what came out. "Death Beam" produced a long-range dark spell with an instakill chance. "Meteor" dropped an AoE comet on a three-by-three grid. That loop of curiosity, experimentation, and community spell-sharing is the genuine, irreplaceable heart of A Magical High School Girl, and it belongs to nobody else in the genre. The structure around that heart is a turn-based Mystery Dungeon roguelike that will feel familiar to anyone who has spent time with the Shiren or Pokemon Mystery Dungeon series. Protagonist Akari moves through randomly generated tile dungeons; enemies mirror her movement turn for turn. The resource system is unusual and worth flagging: Attack Points serve double duty as both mana and health, so every spell cast is a calculated risk, and running dry on milk bottles (the hunger clock) accelerates your demise. Checkpoints open up in the form of the Witches Village after the first boss, offering an item shop, a single-slot item storage, and the magic reactor where you can fuse two spells into something stronger. The elemental wheel spans Heat, Frost, Storm, and Earth, and enemies have hard resistances, so diversifying your spell repertoire is not optional so much as it is the survival condition. Where the game strains is everywhere outside the naming system. Dungeon environments tile the same visual assets across floors for longer than comfort allows, and the soundtrack loops itself into tedium within a single session. Difficulty is erratic rather than escalating: some floors feel trivially open, others spike without warning, and there is no adjustable difficulty toggle to soften the blow. The naming system itself, magical as the concept is, does not always deliver intuitive results. The translation layer between your typed word and the generated spell has gaps, meaning you will occasionally burn a magicite on something functionally useless. Community guides exist precisely because the game does not explain its own lexicon, and consulting them cuts against the spirit of freeform discovery but is practically necessary for mid-to-late progression. For the indie-curious player who loves the idea of a Scribblenauts-style verb-slot inside a dungeon crawler, this is a small, handcrafted doujin work that earns attention on the strength of a single genuinely original mechanic. The retro pixel art is charming in close-up, the moe visual novel cutscene illustrations add warmth to an otherwise sparse narrative, and the runtime is forgiving enough that a determined player will see credits without an enormous time investment. Approach it as a word-game curiosity with roguelike scaffolding rather than a fully realized Mystery Dungeon entry, and the rough edges become acceptable quirks rather than deal-breakers. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 5 ProtonDB community reports.
System Requirements
Minimum
- OS
- Microsoft Windows XP/Vista/7/8 (32 bit or 64 bit)
- Memory
- 1 GB RAM
- DirectX
- Version 9.0c
- Storage
- 100 MB available space
- Graphics
- Any DirectX 9.0 supported card
- Processor
- 1.8 GHz Pentium 4
- Sound Card
- DirectSound-compatible sound card
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Game Info
- Developer
- illuCalab
- Publisher
- Sekai Project
- Release Date
- Nov 22, 2016