IDLE WITCH DEFENCE FANTASY TD
Android app by ましまろ. Simulation · ましまろ
- Store rating
- Unknown
- Store rating count
- Unknown
- Download price
- 0.59 USD
- In-app purchases
- Not listed in captured metadata
- Version
- 1.0.0
- Listing last refreshed
- 2026-09-12
View the original store listing
Store description excerpt
Your spells bounce off the walls. Idle long enough, and your witch becomes unstoppable. Idle Witch Defense is an idle defense RPG that crosses brick-breaker ricochet action with tower defense. Waves of monsters pour in from the far gate while your orbs fire automatically, caroming off the side walls, the ceiling and the monsters themselves. Progress continues while you watch — and a single tap can change everything. ■ Ricochet magic, always shifting Orbs rebound off walls, ceilings and enemies alike. One well-placed shot can rattle between a crowd for several seconds, and the payoff never stops being satisfying. The firing angle cycles automatically through three patterns — straight, angled, and wide fan — so every cast swaps between fast pressure, area control and trick shots. ■ Get touched, get floored Your witch is not invincible. Touch a monster and she goes down, unable to cast for several seconds. The same goes for a dragon's fireball, a skeleton's thrown bone, or a coven witch's violet lance. Projectiles can be shot down by your own orbs, so keeping the field full of magic is your best armor. ■ 20 hand-built voxel monsters Slime, rotted soldier, skeleton, lizardman, charging boar, imp, boulder, orc brute, bulwark, wraith, minotaur, coven witch, serpent, cursed knight, stone golem — every model is built block by block, with its own walk and its own trick. The charging boar sprints in at roughly double normal speed and never slows Lizardmen and minotaurs wind up, then explode forward in a lunge Serpents weave in S-curves, slipping between your orbs Boulders detonate 0.4 seconds after they break, catching nearby monsters — and flooring your witch if she is too close Bulwarks carry a 4.5-wide iron slab that deflects orbs like a wall and shields whatever marches behind it ■ Five bosses and a keep that crumbles Volga the Ruin Wyrm (fire breath), Balgas the Doom General, Garant the Stone Colossus (ground slams), Jack the Hollow King (summons minions), and the three-headed Hydra — whose heads can each be destroyed separately, removing one stream of fire at a time. Bosses that reach your walls stop and hammer them repeatedly until they have taken their full toll. Castle blocks collapse one by one as damage mounts, rebuild in a wash of blue light when you pay for repairs, and blow apart in a chain of explosions when the keep finally falls. ■ Lose, and grow stronger Your first runs end in minutes. That is the point. Upgrades, relics, codex entries, feats and the gems awarded for how far you got all carry over. Fall at wave 5, buy another wall, reach wave 9 — that steady push outward is the heart of the game. ■ Depth to dig into Nine gold upgrades: might, orb count, cast speed, velocity, ricochet, pierce, crit, walls, fortune Elemental gem magic: ember orbs, chaining storm orbs, resolve, and the premium trump card — Meteor Charged Meteor: hold to build power, release to drop a wide blast where you let go 13 relics with rarity tiers and perman
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