

In a simple mini-game, each recipe requires users to stir, with one’s finger, the pot in a particular direction at a certain speed. Should the ingredients be available, players can toss them into the smoking cauldron and begin mixing them. Once the plants are fully grown, they can be harvested and used in the Spell Library to craft new spell cards. That said, it can be expedited with items such as fertilizer (which cost virtual currency). Expectantly, this follows the standard thread of farming-game rules: The more powerful the plant is, the longer it takes to grow. From here, users can unlock plots of soil and plant various flora to grow as ingredients. In order to garner these spells, players are capable of entering a moderate farming style of play within the academy’s Greenhouse. Elemental weaknesses are the most prevalent, which work in a rock, paper, scissors fashion (earth, fire, water, etc.), but there are also spells that have added effects such as instantly killing a specific type of creature or stunning them for an entire turn. This is pretty much the majority of the battle system, but as time goes on a bit more strategy comes into play. Holding the tap will charge the spell, causing it to grow, and releasing it at the maximum growth will perform top damage. When it is their turn to attack, a ball of energy will travel up and down a digital wand, and the idea is to tap when it is at the wand’s tip. This initiates a turn-based battle with the player opting for a single type of consumable spell card to use per turn. Once in the dungeon, users tap rooms to explore and are usually greeted by a card representing a monster (sometimes cards are treasure or items). There isn’t much to worry about off the bat, as players are given their first spell by default. In order to aide in this endeavor, card-based spells must be created and used. As such, players must venture deep into the cavernous dungeons below in search of these missing persons. Upon starting up the game, it is learned that all the instructors have gone missing and the school’s bestiary emptied. Players take on the role of a student at some unnamed wizarding academy. A role-playing game of sorts, the title combines elements of the older, core-gaming genre with those more reminiscent to the mobile and social spaces, such as moderate “farming.” Though somewhat basic, it marks a nice change of pace from the constant deluge of simulation applications. Spellcraft: School of Magic casts it’s spell on the App StoreĪ little bit of sorcery has come to iOS today in the form of the newly released SpellCraft from Appy.
