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Zui's Witch Academy

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Zui's Witch Academy

Play Game
Roguelite Bossrush game!
  • » Mild Violence

Author Comments

Welcome to Zui's Witch Academy, a bossrush roguelike-styled game that encourages creativity by building decks to face off against skilled bosses in a row to beat the game. Dodge bosses using your roll and attack! It's as simple as that :)


Made in about a month for the Boss Rush Game Jam!


  • Musician and sfx: Lunziestella
  • Main artist: Lunziestella
  • Coding: ScolonDev
  • Backup artist: ScolonDev

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Controls - Keyboard

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Move - WASD

Click to Shoot

Right Click to Dodge

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Controls - Controller

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Move - Left Stick

Right Trigger to shoot

Left trigger to dodge

Right stick to aim


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Discord: https://discord.gg/admUnCkvCU

Link to the Jam Entry: Zui's Witch Academy by Lunziestella, ScolonDev for Boss Rush Jam 2025 - itch.io

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Updates:

We made some changes to make the game a bit more enjoyable

- Normalized Boss hitbox sizes to 1.2, so they'll all be easy to hit, this is a 50%-100% hitbox size increase for most bosses

- Decreased hitbox size of Gravey's big saw by 50%

- Gravey shoots two times less saws (only in Normal Mode)

- Greatly increased hitbox size of all spells (except ring blast) by 1.5-3x depending on the spell

- Gave Rysa 50% more health (only in Normal Mode)

- Adjusted timings of Mimi's disco light attacks so you have more time to react

- Boogle Beast now has 0 initial damage in normal mode, you're only hurt by his fight gimmick

- Made it obvious how Nexa's cup attack works

- Changed Boogle Beast's tip

- You now have access to all starter cards at all times in Normal Mode, locking in is a Hardmode exclusive thing

- Added a confirmation prompt for the tutorial so you can skip it

Made the camera background black


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- Fixed some bugs and made a lot of new balancing changes

- Also added cards for achieving nohits!

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i love the vibes and the character designs, but it's quite a bit too in-your-face for a beginner. The tutorial does help, but it doesn't really allow you to really learn from experience, more just tells you what to do and expects you to be good at it. I think a game like this would work a lot better if it had more of a story mode that began with this character first starting magic school, rather than the whole story taking place entirely on the final test day. Overall though, I did really enjoy finding the best ways to beat the bosses, it was just a bit hard to get accustomed to the gameplay.

AMAZING! the music from everysingle boss is perfect for each one, and the cocept of your attacks changing every time makes me love the game more.

probably the best thing of all has to be the artsyle of the game, and my favorite boss have to be bulbsligter. Amazing work! =)

Hmmm, this is a tough one for me!

As a fan of boss-rush games and Wizard of Legend, I really like what they game is going for! The bosses are fantastically diverse with all sorts of interesting patterns that go beyond just different bullets, such as the one that gives you a cup memory game to solve during the fight. Setting up a spell loadout is very tactical, and the automated cycling of spells is an interesting extra bit of spice to the already chaotic gameplay. It's very promising stuff!

Unfortunately, as good as the game sounds on paper, actually playing it was difficult to do as the game just had a very rough and unpolished feel to it that got in the way of my enjoyment:

For one, there was a lot of design issues I had like how character sprites are so tiny and the backgrounds can be so visually dense and colorful to the point where the visual clarity is severely damaged and I lose track of where I am so easily. There are other aspects like how the roll feels rather vague and unsatisfying, with damage feedback also suffering a similar issue where at times I wasn't sure why or how I died, or if I was even hitting the boss or not.

More so than that, though, there were a lot of technical issues too. Just weird glitches like the spell book always describing a saw spell that I don't have when I first open it up, the crosshair being under the HUD elements instead of above them, getting hit after I'm already dead, always entering a room in a dying pose, and so on. None of them were exactly game-breaking, sure, but with so many oddities, it just kind of eroded my trust in the game and whether it was going to function properly. It felt like I was crossing a rickety bridge that'd snap at any moment!

You have my sympathies because I imagine a lot of the nitpicks I have come from the game jam deadlines: it's impressive you were already to get so much done during that timeframe! It's absolutely a game I want to love, but it's just a bit uncomfortable to swallow! I'll try and give it another go at some point.

Really nice game! Bit chaotic at times for my taste, especially that tea-boss. But generally it was quite fun to give your game a go! Cool creative attacks too, though I didn't really understand how all of them worked.

While the character designs are nice, the game is a bit confusing and unnecessarily difficult. I found all the enemies' shots on the first board, even in normal mode, were unavoidable as if you dodged them, they just went real fast into you. It was impossible to even get any hits on the enemy.

Credits & Info

Views
8,074
Faves:
98
Votes
150
Score
4.04 / 5.00

Uploaded
Jan 25, 2025
7:43 AM EST
Software
  • Unity
  • FL Studio
  • Aseprite