I’m going to honestly admit that whenever I would see Mika and the Witch’s Mountain, I’d think of it as the Kiki’s Delivery Service game. I mean, it’s a young girl who is an apprentice witch riding around on her broom to help her community by delivery packages. Chibig and Nukefist even included an anime-style opening. The good news is that it is exactly what it appears to be, though some broom-riding mechanics and deliveries can be a little frustrating.
Mika is heading to the Stellar Lighthouse to train under Miss Olagari, just as her mother did. However, upon getting there, her new teacher boots her off the side of the highest peak on the island’s mountain. She tells her she can’t really begin until she gets back up to the Stellar Lighthouse. Upon landing, Mika breaks her broom. She starts working for Greff, who runs the local delivery business, as a courier to pay for repairs, connecting to the island and its mysteries in the process.
![](https://www.siliconera.com/wp-content/uploads/2024/08/mika-4.jpg?resize=1200%2C675)
While Mika is a witch, Mika and the Witch’s Mountain is pretty much entirely a flying sim about making deliveries, recreating the whole Kiki’s Delivery Service experience. You’ll be tasked with completing the deliveries on your Delivery Card, some of which won’t come up until you kick off a chain of events by taking or making the first drop-off in the line. Most delivery items have a certain number of hearts representing their health and restrictions like you can’t get them wet or damage them. (If you mess up, you can hold X to reset the package and retry.) Occasionally, there may be a timer asking you to complete a delivery in a certain amount of time.
Since your early brooms aren’t great, you’ll often need to rely on certain outside elements to aid in your deliveries. These can involve wind currents, which lift you up or provide a burst of speed to get along a straight pass. Former ruin parts can also help you trigger additional wind-generating portals or elements to reach even greater heights. However, depending on how fragile your package may be, these could also work against you and send you careening into obstacles, ruining the item.
Not to mention there are also optional deliveries. For example, you may find an item like a kite or ocarina lying around, indicated by sparkles in a section. Picking these up only gives you a hint as to who the owner is. Meaning you need to have an idea of who the residents are to ensure those things get back to the rightful owners.
In general, Mika and the Witch’s Mountain works much better than I expected. Flying simulators are a bit finicky sometimes, especially when they don’t involve planes. Mika definitely feels like a witch just finding her footing. This means that the brooms themselves don’t always feel very precise! There was one early Greff delivery that involved taking an already damaged item to a certain place I’d only visited once before on the opposite side of the island, and it took me about seven tries to actually get it there safely. The further you get in the game, the more fiddly it can feel like some items are, so there are definitely a few times when I wished the brooms and controls were a bit more exact.
But really, aside from that, only one thing kept me from feeling like Chibig and Nukefist nailed what they were trying to accomplish with Mika and the Witch’s Mountain. I really wish there was a way to “pin” objectives on the map. Sometimes, characters move around! They’ll be in different spots than they were before. When you check the delivery card, you’ll also only get a general area of where things are. I get what the developers were trying to accomplish. It really does feel like I’m an apprentice witch checking a map, often repeatedly, to make sure I’m headed to the right spot. But when I started really relying on different airstreams or relics to get places or trying to use those elements to proceed, I started to wish I could see a little on-screen indicator to at least remind me I was headed in the correct direction.
![](https://www.siliconera.com/wp-content/uploads/2024/08/mika-3.jpg?resize=1200%2C675)
That said, everything else about Mika and the Witch’s Mountain is handled quite well. The script is charming. Even characters you don’t spend a lot of time getting to know initially leave a big impression. The developers did a great job of getting us to root for Mika! The layout of the island is conducive to exploring, especially when you start to memorize which wind currents will be most helpful. The designs for everything are also very vibrant and engaging. Also, the few stressful and timed deliveries aside, it can be shockingly low-key! I also like that while this is definitely designed to feel like Kiki’s Delivery Service, Mika is a very different sort of witch and protagonist and the game involves other types of themes.
Mika and the Witch’s Mountain really does do a good job of giving us a Kiki’s Delivery Service sort of game, and it’s often quite relaxing too! Mika’s a fun protagonist, and the island is this vibrant setting filled with big personalities and life. Sometimes the broomstick-riding can feel a bit fiddly, but it’s genuinely a delightful simulation about being a courier witch.
Mika and the Witch’s Mountain will come to the Nintendo Switch and PC on August 21, 2024.
Take to the skies on your magic broom and explore every nook and cranny as you deliver packages to the townspeople in Mika and the Witch’s Mountain! This coming-of-age tale follows aspiring witch, Mika, and her journey to the top of the mountain through a story of effort, friendship, and community. Let your hearts fly free! Switch version reviewed. Review copy provided by company for testing purposes.
Mika and the Witch’s Mountain really does do a good job of giving us a Kiki’s Delivery Service sort of game, and it’s often quite relaxing too!
Published: Aug 20, 2024 03:00 pm