The concept of witchcraft and sorcery is characterized by traditions, complex spells and complex Arrangements. A powerful witch with powerful spells is indeed a formidable enemy, because theoretically the witch can do almost anything with the power of Magic. As the great smuggler Han Solo once said, “crazy religions and ancient weapons are no match for a good boomer by your side,” and this is exactly the Mantra of Rainbow’s Trigger Witch.

Trigger Witch is a brutally frenetic double stick marksman with a sweet paint reminiscent of classic 16-bit games like The Legend of Zelda: a Link to the Past. In the magical world of Trigger Witch, you play as Colette, a young witch from the Academy of Witchcraft and Trigger, who is building her Arsenal as she makes her way across the country after Magical events surround her house. In Colette’s world, Magic is still widely used and sometimes used, but it has given way to the much more effective firepower of handguns and rifles.

Colette’s adventure takes you through dwarf tangles, snow-capped peaks and everything in between. During the game, you will collect a variety of weapons that will allow you to approach each piece differently while juggling in your Arsenal. Each weapon can also be upgraded in different ways, which gives you more control over its effectiveness in your playstyle.

Trigger Witch’s double curling is soft as silk and gives the player masterful control over the placement of shots, quick change of weapons and reloading, healing, as well as an incredibly useful dash movement. During the game, the enemies and their tactics become more difficult and swarm Colette easier, which makes any contribution crucial for success. Scratching in front of a particularly intense piece of destruction with the skin of your teeth brings a strong sense of accomplishment.

Although The smack-to-smack Action is captivating and challenging with a variety of enemies, the game can be repeated overall. Colette strikes wave after wave through The enemy and otherwise not too much in the game. Fortunately, the addition of Drop-in cooperative games solves the feeling of monotony that can go hand in hand with the series of actions.

Outside of action, Trigger Witch may feel deficient. The puzzles don’t really stand out as anything other than functional, the dungeon map designs are usable and the story is sparse and ultimately quite follish. The concept of a witch giving up spells and taking a gun in her hand is new in itself, but the story doesn’t really go into this idea which seems as ridiculous as it sounds.

The act of witches using weapons is actually treated as incredibly normal in the game world, which makes most of the story seem like a normal character who is normal in his world until the last dungeon finally turns the story in an follish direction.

In the end, Trigger Witch is a solid and crunchy two-stick marksman with a few light progression elements. The construction and use of the Arsenal are satisfactory and confer a certain degree of adaptation to the adventure. The concept of Trigger Witch would make it look like a very crazy and exaggerated narrative that was more often than not boring and fell flat. However, the Moment-by-moment Gameplay, as well as the Charming visual style, carry Trigger Witch to the finish line.

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