
The Legend of Gwen
A witch-school 3D platformer with genuine charm buried under uncooperative controls and a camera that actively fights you at every jump. Approach with patience or walk away.
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About The Legend of Gwen
I wanted to love this one. A little witch named Gwen, a school of sorcery swallowed whole by some nameless Evil, eight moon-worlds to reclaim, and a soundtrack that reviewers have called chill and surprisingly relaxing, with anime-inflected warmth that keeps the mood buoyant even when everything else is fighting you. The bones of something genuinely sweet are here, and I kept reaching for them. The structure is straightforward: eight worlds, each with roughly five to six levels, and each level tasks you with collecting five stars scattered across the stage and reaching the exit before a timer zeros out. You have four lives per stage. Enemies, mostly spiders and ghosts, can be stomped or shot with one of six wand types that fire projectiles in straight lines. There are boss fights at the end of each world, timed pure-agility stages stripped of enemies, a second-character mode where you swap between Gwen and a companion called Corki to collect stars in tandem, hidden treasure chests that seed a garden meta-collectible, and blue and green gems that accumulate even across restarts and can eventually unlock checkpoint magic on non-timed stages. On paper, that is a tidy, content-rich little platformer. In practice, the camera is the villain of this story. The game presents its 3D world from an isometric angle, and depth perception in that view is genuinely poor. Landing a jump on a moving platform becomes guesswork, and firing wand spells at enemies on a different plane of the stage requires the same blind optimism. The camera can be rotated in 90-degree steps, which the game uses as a deliberate mechanic to reveal secrets and open new sightlines, but doing that mid-jump tends to reorient Gwen's movement direction and send her off the edge. Character movement has a slow, slightly floaty quality that multiple reviewers flagged, and there is a persistent input lag that makes fast reactions feel slippery. Performance issues, including frame-rate hiccups, have also been noted across versions. The difficulty, then, does not feel architected so much as it accumulates from all these rough edges stacking on top of each other. What saves the game from being a complete write-off is that its content breadth is real. Nine or so hours to see all eight worlds, with optional enemy-clear and treasure-chest sub-missions in every stage, 20 achievements, and level-select freedom within each world so you can skip the stage wrecking you and return later. The visual style, blocky and colorful with spooky theming that suits Gwen's witch-school setting, has a Minecraft-adjacent charm that is unpretentious and pleasant. The music holds up. And there are flickers of genuine design ambition, from the dual-character levels to the farm collectible that hints at something larger. For players who have a long fuse with unpolished 3D platformers and actually enjoy learning an awkward camera the way you'd learn a stubborn instrument, there is something here worth coaxing out. For anyone else, the friction-to-payoff ratio is just too lopsided. I advocate for small games that try hard, and _wiwigames is clearly trying. But trying hard is not the same as landing the jump. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 and above
- Memory
- 2 GB RAM
- Storage
- 2 GB available space
- Graphics
- NVIDIA GTX 470 de 1 GB/AMD HD 7870 de 2 GB
- Processor
- 1.5 GHz Core2Duo
Recommended
- OS
- Microsoft Windows 8, 10
- Memory
- 2 GB RAM
- Storage
- 2 GB available space
- Graphics
- NVIDIA GTX 780 de 3 GB/AMD R9 290 de 4 GB
- Processor
- Intel Core i3
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Game Info
- Developer
- _wiwigames
- Publisher
- Flynn's Arcade
- Release Date
- Feb 16, 2023