Princess Kuchi Kopi – Spell previews: When you are drafting spells, you get to see an animation and description of how each spell works. This is such a nice touch, as often I am not able to just read what an ability will do in a game and fully be able to understand it—I am much more of a visual person.
O.G Willikers – Game play options galore: There are lots of little game play mods to alter if you want—you could choose to draft spells or not, how much life players have to start with, how many rounds you want to play and the list goes on.
Princess KK - All of the spells including the starter spells have their own advantages and disadvantages: Starter spells, like the earth, takes longer to recharge but it hits harder. The water one can't go through fire obstacles. It seems that the developer has taken a lot of time to think out the balance of the games elements/spells.
OGW– I like the psychological aspects: Since the games spells are on a timer and you can see what your opponent(s) has available for spells and what they do not, you can try to predict what your they are going to do. One of the reasons that I beat Princess a fair amount is not only do I have better twitch reflexes, but I am better at predicting what she is going to do. I can tell what spells she has available and know that she is likely to play super aggressive, so I can use one minor spell then warp away and she has wasted all of her spells. Now, I am able to charge in & whomp on her!
OGW- While drafting, it’s fun to stick your opponent with skills they hate: The more you play with someone, the more you hear them groan, complain and shout joys of excitement. At least, if you’re paying attention! It allows you in drafting mode to really have an extra layer of strategy as you chose which arsenal of spells you take, not just by what you are good with but by what your opponent sucks at. Just another reason drafting rules!
Princess KK – I needs me some dodge: Without a dodge button, the first round or two can make it hard to avoid getting hit sometimes. The wizards can move pretty slowly and some players will constantly be getting hit. I would trade my spell curve for a dodge any day of the week!
OGW- Charging can be used in quite a few ways: Depending on what charge/dodge you have, a lot of strategies are presented. My personal favorite is a spell that has your character basically bullrush at an opponent. It can miss and send you into stage hazards, so there is a risk but it also has a massive knockback so you can LAUNCH your opponent way deep into those same hazards when it hits.
Princess KK - We enjoy that it hands you one spell at a time: At first this seemed a nuisance as it made the early round or two boring. However over time, we saw both that we were taking time to learn the inner workings of spells we dislike more than we normally would and also realized that limiting the spells in initial rounds allows newer players a chance to learn. This allowed me to learn how I was able to most effectively combine the spells as well as learning which ones I will never be able to master (I’m looking at you Geyser!)
Princess KK - Thank you for my protective bubble, but can I have another: After losing 5 games in MageQuit, the player who clearly stinks (that's me!) is granted a protective bubble to shield them at the start of their next battle. This was a nice touch and I really appreciated it a lot as the less skilled player. However, I still wish there had been a few more options for handicaps. MageQuit is a game largely of skill and as a result, OGW dominated me almost every game. Having options to leave the shield on, make it more common or have players start with other handicaps would be a godsend, and frankly it would be the only thing that allows me to compete with OGW.
OGW - The developer is very active and has a lot planned: During our time playing MageQuit, the developer was adding new stages, stage hazards and other content in weekly patches. Speaking to him directly, he also made it clear he had a lot of big plans for his game before it leaves early access. I have faith in him to add bots, online features, tons more stages/spells and just all around flesh out his game in the ways he has promised.
Princess KK - Plays incredibly well with just 2 players: In general, these types of arena combat titles suck-diddly-uck badly when played with just 2 players. They are designed by nature to be played with a large group of gamers. Yet, we found ourselves having a lot of fun with our 2/3 player experiences. The developer has kept the size of the arenas limited enough and spell counters important enough to make MageQuit stand out even with a minimal number of players.
OGW - Competitive play is rewarded, but it's possible to button mash: A skilled player will learn to time his spells and play with counters more then ruthless aggression. You can time out when your opponent's skills are re-popping and using stage hazards keep proper distance til you find ideal times to strike. Or you can play like my dear Princess and just run in mashing every button and hoping for the best. Playing these 2 different ways, I won far more often. But she still stood a chance button mashing as when she was deactivating so many spells at once, it made it damn hard to know WHAT to counter or WHEN she would have a spell available.
OGW - There is no mouse and keyboard support: MageQuit plays swimmingly with a gamepad anyways, but for some people this will be a deal breaker. If you do not have a good game pad to play this game, then avoid it!
Princess KK - Well, someone got beat with the ugly stick: MageQuit is NOT a pretty game. The graphics and presentation are very reminiscent of the N64 era. Everything has a cube/blockiness to it that some will find charming or even retro, while many others will like us--MageQuit hit every branch on the ugly tree. Thankfully, this is not a large negative as once you start playing you are so busy dodging incoming spells to care about this aspect of MageQuit. Upgrades before coming out of early access are certainly to be hoped for, but even if we found them lacking in the final product we would not object.
O.G Willikers: Many early access games get the rep of being Betas in disguise or just lackluster experiences in general. I certainly know I have experienced my fair share of buggy or incomplete feeling early access titles myself. MageQuit does not really feel that way due to the solid variety it offers players with its spell book and how fun the drafting mechanic is. Yes, after a few plays you have seen all the spells MageQuit has to offer, and by the end of the first game you will have seen all the games stages. But it really did not matter that much to us as the core mechanic of drafting and then beating the ever loving hell out of each other with the elements was so fun! If you are the type who thinks when you buy a game in early access it has to be 90% complete, then just do not pick up MageQuit. But I really feel that with the base game play mechanics being as unique and fun as they are and the developer being as active as he is, that most people will find value in MageQuit as is and a treasure in it as the developers finish their vision.
Princess Kuchi Kopi: Really O.G? We have to review an early access battle arena game? Seriously? I reluctantly pick up the controller and begin to play. Within 3 rounds, I was already hooked. There was a learning curve for me to try to understand all of the buttons and how to cast the spells properly. I’ve never really been that great at memorizing what button does what. But that really did not hold me back! The developers feel that this game is about precision and planning out your opponent’s next move, but sorry Charlie, that does not work for Princess. I have no patience, no gaming skills and an overwhelming NEED to smash buttons when I play a fighting game! The drafting was a blast, especially the animations as we said above. The buttons letting players know what spells were available were also game altering addictions...... even if I could not generally remember what each button did!
Did I win a game? Hell, no! I did not win a single game! Did I have fun? Hell, yes! And in the end, isn’t that what a game is supposed to be about? MageQuit is a game that I think everyone should hop in and stretch their inner wizarding muscles.