Home PC Reviews Brave Dungeon + Dark Witch’s Story: Combat Review

Brave Dungeon + Dark Witch’s Story: Combat Review

Brave Dungeon + Dark Witch's Story: Combat Review
Brave Dungeon + Dark Witch's Story: Combat Review

There is something wonderfully appealing about a game that knows exactly what it wants to be. Not every role-playing game needs a sprawling open world, a hundred-hour campaign or a complicated narrative filled with political intrigue. Sometimes, all you really want is a colourful cast of characters, a dungeon full of monsters, a steady stream of rewards and a combat system that encourages you to think without making every encounter feel like an examination. Brave Dungeon + Dark Witch’s Story: COMBAT embraces that more immediate kind of entertainment, bringing together two distinct experiences from INSIDE SYSTEM, the developer behind The Legend of Dark Witch series. One is a traditional dungeon-crawling RPG built around exploration and character development, while the other trades exploration for turn-based card battles and a different kind of strategic challenge.

The appeal of this collection lies in that contrast. Brave Dungeon invites you to venture into dangerous labyrinths in pursuit of powerful magical artefacts, while Dark Witch’s Story: COMBAT asks you to build a capable team and make the most of a carefully constructed deck. They share a universe and a colourful, anime-inspired identity, but their approaches to gameplay are sufficiently different to give the package a welcome sense of variety. Neither is trying to reinvent its genre, and there are moments when their relatively modest ambitions become apparent, but together they offer an inviting option for players who enjoy RPG progression in manageable, satisfying portions.

Brave Dungeon: The Pleasure of the Next Expedition

The first half of the collection centres on Syega Crystals, powerful objects that grant humans the ability to use magic. The most dangerous examples require specially prepared containers known as Magic Items, which provide the central motivation for Al’s adventure across Belfer Island. With dangerous labyrinths to explore, formidable allies to recruit, and increasingly powerful enemies to overcome, the journey eventually leads towards Godshill, an imposing dungeon that promises the discovery of the ultimate Magic Item. It is a straightforward premise, but it gives the adventure a clear sense of purpose and keeps the emphasis where it belongs: on exploring, fighting and growing stronger.

Dungeon-crawling RPGs live or die by the quality of their central loop, and Brave Dungeon has a particularly accessible one. Exploring dangerous areas, confronting enemies, collecting rewards, and returning with the materials needed to improve your party create a satisfying rhythm. The appeal is not necessarily discovering a revolutionary new mechanic with every encounter, but seeing the gradual results of your efforts as characters become more capable and previously difficult challenges grow more manageable. That steady sense of progress can be remarkably compelling, particularly when a game respects your time instead of surrounding every worthwhile reward with unnecessary busywork.

Combat follows a turn-based structure that should feel familiar to anyone who has spent time with traditional Japanese RPGs. The accessible fundamentals make it easy to understand what the game expects of you, while character development and party composition invite more careful thought about how to approach tougher encounters. A strong party is not simply a collection of powerful individuals. It is about making their abilities work together, understanding their particular strengths, and preparing for the enemies standing between you and your next reward. That combination of simplicity and customisation gives Brave Dungeon room to appeal to newcomers without completely abandoning the interests of more experienced RPG fans.

One of the more valuable features is the Class Change system, which allows you to shape your party around your preferred approach. Rather than being permanently locked into a single role, characters can be developed to make better use of their individual strengths and contribute differently to the group. This adds a welcome layer of experimentation, encouraging players to consider alternative party arrangements rather than simply investing everything in whichever character appears strongest at first. It also gives the progression system a purpose beyond watching numbers increase, because the way you develop your adventurers can influence how you handle the challenges ahead.

Crafting further supports that sense of ownership. Enemies and treasure chests provide materials that can be used to create items, giving exploration value beyond the immediate experience of reaching the next dungeon floor. Every useful resource can become part of a longer-term plan to improve your party, and that makes the familiar process of defeating monsters and searching for treasure feel worthwhile. There is a pleasing directness to this approach, although players who crave intricate crafting trees or radically different dungeon designs may find the overall structure a little conservative. The strength of Brave Dungeon is its focus, not an attempt to overwhelm you with systems for the sake of complexity.

That focus also creates the game’s main limitation. Dungeon crawling depends heavily on a feeling of discovery, and familiar environments or repeated encounters can eventually make expeditions feel more routine than exciting. The promise of stronger equipment and more capable characters helps maintain momentum, but progression alone cannot make every stretch of a dungeon equally memorable. Players who enjoy methodically improving a party will probably find plenty to appreciate, while those who need constant narrative revelations or dramatic changes in the gameplay may be less easily captivated.

Dark Witch’s Story: COMBAT: Small Deck, Big Decisions

While Brave Dungeon focuses on exploring physical spaces, Dark Witch’s Story: COMBAT shifts the focus towards planning, resource management and reading the battle in front of you. Completely rebuilt as a turn-based deck-building game, it draws on characters and creatures from The Legend of Dark Witch series, allowing you to assemble a team of three from a roster of more than 40 characters. Battles use a best-of-three format, with each round becoming a one-on-one duel between opposing fighters. That structure gives individual encounters a clear identity while making the composition of your overall team just as important as the decisions you make during a particular round.

The combat system revolves around a deck of 12 medals, with each turn divided into Support and Main phases. Medals provide a range of effects, including attacks, healing, buffs and debuffs, but using them requires Syega Crystals, which accumulate as turns progress. This creates an interesting balance between immediate needs and longer-term planning. Spending resources to gain an advantage now might leave you with fewer options later, while holding back could give your opponent the opportunity to seize control of the match. Understanding when to attack, when to support your fighter and when to prepare for the next exchange is central to making the most of the system.

There is more to the battles than simply playing the strongest available card. Rock-paper-scissors attributes introduce a layer of counterplay, while character roles can pass effects to the next fighter in your team. Team Links provide further opportunities to coordinate your choices, and each character has a signature medal that helps distinguish them from the wider roster. These systems give the game a welcome tactical identity, particularly for players who enjoy finding combinations that make a team more effective than the sum of its individual parts.

The best-of-three format also gives defeat a slightly different flavour. Losing one duel does not necessarily mean losing the entire match, so there is room to recover, adapt and make better use of the fighters still waiting in your line-up. That creates a natural incentive to think of the team as a complete unit rather than concentrating exclusively on a single favourite character. With more than 40 characters available, building a line-up that suits your preferred style should be an important part of the appeal, although the depth of that experimentation will depend on how much players enjoy collecting and developing new options.

Quest Mode provides a substantial single-player framework, offering 45 quests that gradually introduce battles and reward continued progress. Victory earns experience, new characters and additional medals, while levelling, unlocking higher ranks and equipping skills allow you to strengthen your team. Some rank increases even introduce new card artwork, giving character progression a visual reward alongside its mechanical benefits. Final battles add special rules for their bosses, creating an opportunity to test whether your carefully developed team can cope when the usual approach is no longer enough.

The ability to replay cleared quests using Auto Battle is a useful inclusion, particularly for players who want to collect rewards or build up their roster without manually repeating every familiar encounter. The card library and the option to revisit story event scenes also make the game feel like more than a sequence of disconnected matches. Nevertheless, repetition is an inherent risk in a progression-focused card battler. Once the basic systems become familiar, some encounters may feel more like steps towards the next upgrade than memorable tactical contests. Players who prefer direct control and a greater emphasis on moment-to-moment action may also find this more deliberate, card-driven approach less exciting than the dungeon crawler.

Presentation: Colourful, Clear and Cheerfully Familiar

Both games benefit from the colourful, anime-inspired identity of the wider Dark Witch universe. The character designs convey personality, while the bright presentation suits the accessible nature of the gameplay. There is a welcome consistency between the two experiences, making the collection feel coherent despite their very different approaches to combat. The visual style prioritises charm and clarity over technical spectacle, which is entirely appropriate for games built around readable menus, character progression and repeatable encounters.

The dungeon environments in Brave Dungeon can feel somewhat basic compared with more elaborate RPG adventures, and repeated layouts risk making extended sessions less visually engaging. Yet the clean presentation keeps attention on exploration and party management, while COMBAT benefits from a format in which characters and their medals are the main attraction. Neither game needs photorealistic visuals to communicate its ideas, and their colourful style gives the collection an approachable personality that complements its relatively straightforward mechanics.

The upbeat soundtrack and battle effects add to that atmosphere. Energetic music suits the pace of repeated encounters, while the sound design helps battles retain a sense of momentum. The audio is not necessarily the sort of element that will define the experience for everyone, but it contributes to the cheerful identity of the collection and makes returning for another expedition or match feel inviting. Together, the presentation and accessible interfaces help both games fulfil their role as experiences that can be enjoyed in shorter sessions without requiring a lengthy warm-up.

Two Different Adventures, One Worthwhile Package

The greatest strength of Brave Dungeon + Dark Witch’s Story: COMBAT is how its two games complement each other. When you want the traditional satisfaction of exploring labyrinths, collecting materials and gradually turning a capable party into a formidable one, Brave Dungeon provides that familiar RPG comfort. When you would rather focus on compact tactical encounters, deck construction and the strengths of individual characters, COMBAT offers a different challenge without abandoning the same colourful universe. The collection is at its most appealing when these contrasting styles give you a reason to switch between them rather than exhausting one gameplay loop in a single extended stretch.

Neither experience is without its shortcomings. Brave Dungeon can lean heavily on established dungeon-crawling conventions, while COMBAT risks becoming repetitive for anyone who does not enjoy the gradual process of collecting cards, levelling characters and refining a team. The narrative framework is primarily there to support the adventures rather than deliver a sweeping, emotionally complex story, so players seeking a particularly ambitious role-playing epic should adjust their expectations. There is also a clear distinction between accessibility and depth: both games are easy to approach, but their lasting appeal depends on how much satisfaction you find in incremental progression and learning the finer details of their combat systems.

Even so, there is a genuine charm to this pairing. INSIDE SYSTEM has brought together two different interpretations of familiar RPG ideas, and the result offers more variety than a single game built around one central mechanic. The dungeon crawler provides the stronger foundation for players who enjoy exploration and character development, while the card battler gives the package an alternative that rewards planning and experimentation. Neither reinvents its genre, but both understand the pleasure of making a little progress, earning a useful reward and returning for one more encounter.

Final Verdict

Brave Dungeon + Dark Witch’s Story: COMBAT is a colourful, appealing double helping of compact RPG entertainment. Its dungeon-crawling adventure delivers satisfying party customisation, crafting and steady character progression, while its card battler offers a thoughtful alternative built around Syega management, character combinations and carefully timed decisions. Some familiar mechanics and repeated encounters keep the collection from reaching the heights of the genre’s most memorable offerings, but its accessible design and contrasting gameplay styles give it dependable appeal. For fans of traditional JRPGs and tactical card games who value steady progression over grand spectacle, this is a charming package that makes good use of its two distinct adventures.