Stumbling onto Witch Hunt over at NewGrounds felt like stumbling back into the arcade era. Though I felt the sense that I was playing something from that era almost immediately, it was initially difficult for me to put a finger on why.
Witch Hunt is at its core a tower defense game, a genre of video game that I associate with the last ten years or so, not the video games of the 1980s. Instead, I see the tower defense game as appearing with the arrival of Flash games and iOS as a gaming platform. The tower defense game typically asks the player to be responsible for creating defenses against an encroaching horde of “creeps.” An army of creatures will advance to destroy a central base, and your job is to manage the battlefield by strategically placing towers of various sorts (some may fire quickly and do a bit of damage, some may fire slowly but cause a great deal of damage, some might simply slow the oncoming creeps, etc.) to stop them. Destroying creeps provides money that allows you to purchase more towers or to upgrade towers. Your business is as a field commander managing the economics of a battle.