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A good witch doesn't burn. BMGW Review

As a shorter game listed as a puzzle RPG, I wasn't sure what to expect when playing through Burn Money Get Witches. I'm not familiar with the world that this game spins off from, but as a side story, it does stand well enough on its own.

Presentation
The character art in this game is top notch for the most part. I loved the character design of Rena. I think he's adorable both before and after the transformation.Charlotte's design was also one of my favorites. She oozes the best kind of energy. Lyra and Tammy are also very eye-catching as characters. I always appreciate seeing Black characters, and Tammy's design is also wonderful. A sort of tumblr-core aesthetic, which I find very comforting .Some characters, such as Astella, I found less appealing because their designs were a little too garish for my taste. Others, such as the case of Darwin, are too bland. As it stands, the majority of the characters are vibrant, each serving their own purposes for the story, and no one was ever out of place in my opinion.
The mapping of the world is an area where I see room for improvement. The area maps are a bit incongruous at times. This is mainly due to the clashing art styles of the RPGMaker elements and the self-made elements. There are moments in the game where the quality of the tiles varies from area to area, which is discordant and a bit distracting. When looking at some locations that attempt to blend the two tile types, it can be a bit jarring. On to the enemy designs which were mostly good. The Rowdy Rodents are quite cute. The Suspicious Squirrels are unsettling. However, one of the witchfiends seemed distinctly less polished than other characters though.
The Park boss fight seemed a bit lower quality than other characters. The Final Boss was very well crafted, though lacking a transformation, which was disappointing.

On to the user interface
The UI is great. I was never confused about what does what.The feedback during the battle was great. It added a lot of weight when my characters got hit, not to mention the dynamic portraits as they take more damage.

Story
The story of BMGW is a nice snapshot of the characters' lives. Magical Girl Rena is tasked with finding a witch in 10 days or facing the consequences of his ineptitude. He's aided by Darwin, a wizard in the memetic sense of the term.
Tammy, an associate will talk with you if prompted and give some hints about where to explore along with playing Blackjack with you.
Charlotte, a nun, will also provide some aid while also being the shopkeeper for the player.
There are multiple endings, one for failing to find and capture the witch and another for defeating the witch. I found both to be enjoyable in their own respects. I liked Rena enough that I wanted to make sure to get the good ending with his friends. Though a few of the interactions, such as with Rena's ex, weren't really to my taste.

Gameplay
My experience with BMGW is tied to three different playthroughs.
My first run was just to see the time limit consequence. It was cute and quirky. I also dabbled in the Blackjack mini-game, and it was one of the best I've seen and played. I can say I lost a good bit of time and money playing it.
My second run was when I attempted a serious playthrough and encountered some problems. For my playthrough, it was most optimal to set Darwin in the front and Rena in the back, which isn't the default, and there aren't any hints to do this aside from trial and error. I don't mind it, but I wanted to make sure I made note of it. It seemed like the game was designed with that in mind because it trivialized many of the battles.

My first issue was, I spoke with Tammy, and she asked Rena to take the trash out. I went to the back alley and triggered the boss fight. This was apparently a mistake because it led to a game breaking issue with Charlotte, where I was unable to leave her area once I met her. That ended my second playthrough.
My third playthrough became the "golden playthrough," and my thoughts are that the game is fineā€”not perfect but fine. You only have 10 levels to grind to, and there's not a lot of weapon variety. Armor variety is a binary choice between reducing sound, which is trivial, and poison immunity, which is the most damaging status that enemies inflict. Rena can't change his weapon or armor, and so the purchasable equipment for me all went to Darwin, who never became much of an offensive presence.

His role as a spongy tank was very helpful, and when equipped with the healing and fire spells, he was the sole reason I won the final boss fight. My main feeling towards battling in the game is a general apathy. I like that the game caps things and makes you think about how to play, but during the final battle, after I won, I didn't necessarily feel accomplished, I felt irritation. I didn't feel like Rena's damage was high enough, and the witchfiends, while trivialized in some aspects due to my character's poison immunities, were still more than capable of one-rounding Rena with focused fire. The damage output from Darwin and Rena was trivial compared to the status effects that could be inflicted. I like how the game encourages independent problem-solving and attention to detail. But as I got towards the end of the game, it dampened my enthusiasm for the experience.

Overall
As a game I had no expectations for, I was pleasantly surprised for the most part. I liked the majority of the characters. I think the game was nice enough, though the segments with Darwin were grating. I would've liked to understand a bit more of the characters' interactions, but towards the end I was just happy to have finished the game.