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Dev Log #5

Hello,
Sunny Side Up here.


We are happy to continue with the commentary of the previous demo version since last month.



  • 1st demo: The demo that was on Tumblbug and Steam Next Fest
  • 2nd demo: Updated ver. of the demo that was released only for patrons in August






In the 1st demo, as the various recipes were spread across the map as obtainable items, player could have felt the joy of finding hidden recipes by exploring through different places. However, we came up with 3 major issues regarding this method.

  • There were no explainable clue or probabilities for the specific recipes to be found on the random field.
  • Lack of the information of next recipes besides from player’s initial recipe, adding up with lack of player’s choice upon the selection of next recipes. For that reason, player might have difficulties planning their next move.
  • Difficulties of level design due to the size of map and shortage of puzzles.

In order to deal with these problems, we came up with the purchasing method in the 2nd demo by letting players buy what they appetite through NPC vendor Witch Crow.
In the current version, we think that the game’s vendor system is not functioning well enough.
Thus, our dev team is working hard to come up with proper vendor system in order to improve player’s gaming experience.









In the 1st demo, there was no limitation in the usage of processor. Player could access every tools in the early stage of the game.
On the improvement procedure of the tutorials in the game, we found out that too much information (2 processors, detailed functions of potion making, etc.) were given to player at the first time player enters the making room, so it might be confusing to players.
And due to the circumstance that contents including potion making and gathering were unlocked to player (Ellie) at the first place, we thought that player (Ellie) might have less motivation for further expedition.

In order to deal with this problem, we intended to change the processors to be fixed by player, so that it would intrigue player’s motivation.
As we have found several players who were stuck in repairing process, we will come up with improvements in the future.







As the quill has been introduced in prior dev notes,
It initially functioned automatically as soon as the player acquires new items. However, it has been changed to be functioned when Ellie manually draws the object in the encyclopedia.
The encyclopedia intended to support player by providing useful information of gathering.
Initially, as it provided information upon the acquisition of the items, we think that it did not work as a proper guide.

After several tryouts, we came up with the idea that Ellie sketch the item on the encyclopedia by using the quill.
We were inspired by scanner tool in ‘Subnautica’ and killer shape in ‘Dead By Daylight’.
From now on, as Ellie can describe in the encyclopedia prior to the acquisition of items, player can get useful information even before gathering activities.
Additionally, as it will take some time for Ellie to draw an object, this action might have slight delay.
And our dev team think it will intrigue player’s motivation and entertainment as it provides minor challenge to the gathering activities.
As we think our intention was not fully represented in the current demo version, we are currently working to find better solutions to improve this matter.







Ritorings have been added across the map!
Regarding the placement, we tried to balance the difficulty to provide achievements for the players who are willing to find them might find them.
We think it will intrigue curious players who like to find details in the map.
In order to entertain our players with various contents, we are positively considering to add more challenging way of acquisition for players in the future.
But, it has not been decided yet.

Additionally, Ritoring will give you some improvised gifts for you to use it in further contents update.
As always, our dev team is working to provide players with meaningful and valuable gaming experience in the future update.




That's all for today's Dev Note.
We will see you again with another dev note in the near future.
Thank you!

'Little Witch in the Woods' in Tokyo Game Show 2021

'Little Witch in the Woods' in Tokyo Game Show 2021




[SKT Games Live Streaming]

(UTC+9) 2021.09.30 16:00~16:50

https://youtu.be/TWGweGI8AQw



[Demo available during TGS2021]

*Demo version is the same version of the demo released in Steam Next Fest last June.
*Demo version will only be released during the Gamescom and will not be played afterwards.



[POP QUIZ EVENT]

In addition, there will be a Gamescom-related event on the 'Little Witch in the Woods' Discord, so please participate.

https://discord.gg/gN5E3emb23



Thanks.


Dev Log #4

Hello,
Sunny Side Up here.


Recently, the updated demo was released only for the patrons who participated in crowdfunding in Korea.

Today's patch note will discuss what features have been newly implemented and why in the updated demo.
We hope that today's patch note helps both those who have played the updated version by explaining the reasons and those who have not yet by introducing updated features.



This patch note will be uploaded in twice because of its length.



  • 1st demo: The demo that was on Tumblbug and Steam Next Fest
  • 2nd demo: Updated ver. of the demo that was released only for patrons in August





It's the UI that has already been uncased several times in the previous patch note.
Compared to the 1st demo, which was quite decorated, it becomes more straightforward to focus on its function.

We finally recognized that UI is a part that we need to keep revising until the development gets completed while receiving various feedback and applying those.
Therefore, we decided to decorate it when the development reaches its final stage since leaving the UI like the current version will be easier to modify immediately after receiving player feedback.









In the 1st demo, the players needed to put the ingredients by selecting each from their inventory into the processor to use.
Some material requires two of an ingredient, while some other requires three of it.
It comes to our mind that the player's action to find appropriate ingredients from their inventory and insert the exact number of those does not make the gameplay genuinely more enjoyable--including providing results and information after the player correctly puts appropriate ingredients--.

We finally concluded that those action and process would be annoying as the gameplay progresses. Thus, the processing procedure has been entirely reorganized as follows.
  • When the player operates the processor, a list of processable material appears.
  • When If it is able to process it right away, the name of the material will appear in black. Otherwise, it will appear in red.
  • When If the player selects one of the materials from the list, a brief description of the material will pop up.
    Plus, you will be able to process it right away without selecting one by one from the inventory if it is currently possible to process.

In addition, we were asked to increase the number of processes that can be done at once after the 2nd demo. This will also be improved differently later on.









Initially, the door to the making room was in the form of a ladder on the right side of the entrance of the witch's house.
It was hard to recognize as an entrance, and there were many cases that the players went wrong since it was close to the house entrance.
We believed that we should improve this feature, so as a result, the ladder was changed to a small elevator in the 2nd demo.

We put some distance between the house entrance and making room entrance.
Plus, we developed to make the entry appear when Ellie interacts with a pattern on the floor to eliminate direction errors.
In principle, the elevator moves up and down by a floating rock in the basement of the witch's house.

The very first idea of Ellie's interaction was 'make it move when Ellie steps on a pattern in some order.
However, it was not able to do so since Ellie has dramatically small feet.... Also, if it repeats, it may be annoying.

When it was implemented for the first time, we worried that it would be inconvenient because the player has to interact differently and takes time to make a movement in the game.
After few tests, we concluded that it would be fine, so we could formally implement it.









In the 1st demo, Ellie gets happy if the potion making succeeds and gets frustrated if it fails. Other than Ellie's reaction, nothing gets different.
We thought that there should be more clear notice to the players when the potion making succeeds or fails.

So we made separate effects regarding the result and applied.
The effect will look like a facial expression, so when the potion making succeeds, the effect will look like a smiley face, and when it fails, the effect will look like crying.




This is the end of today's path note.
We will back with the following patch note with changed features and reasons.
Thanks!

Achieved 150k Steam Wishlist!

Achieved 150k Steam Wishlist!



With your tremendous numbers of love, Little Witch in the Woods has reached 150k wishlists on Steam.
In order to repay it, Ellie opens up the event.

Please leave a comment with a unique town name in #as-you-wish 'Little Witch in the Woods' Discord
We will give away various prizes through a draw!

https://discord.gg/h6HnETJNJN

There will be two separate events: name suggesting and voting.
Candidates to be listed for voting will be selected after the internal evaluation.

We will be accepting ideas from September 3rd to 12th, 07:00 (PST).
Candidate announcement: September 16th, 21:00 (PST)

Prize
First place: Nintendo Switch (1 winner)
Second place: Little Witch Goods set (2 winners)
Participation award: Steam gift card - 10,000 KRW (10 winners)

To enter the event: #as-you-wish

'Little Witch in the Woods' participates in the Gamescom2021!

Hello, This is Sunny Side Up.

'Little Witch in the Woods' participates in the Gamescom 2021.

Gamescom will be held online from August 25th to August 27th.

https://now.gamescom.global/

Demo available during the Gamescom2021.
*Demo version is the same version of the demo released in Steam Next Fest last June.
*Demo version will only be released during the Gamescom and will not be played afterwards.

In addition, there will be a Gamescom-related event on the 'Little Witch in the Woods' Discord, so please participate.

https://discord.gg/tR6mV3pXZn

*You can check the detailed information on the 'GAMESCOM2021' channel by accessing the link above.


Thanks