I couldn't help but use that pun in the title. There are things you can do in controllers and sensors to let the knight witch be playable; face buttons for a card type thing while using twin sticks to shoot was bs. So I used options not in the game, which only has screenshake and starts on max, to map the cards to shoulder/analog buttons and reset when not playing. I manually dimmed this video as that brightness (the death explosion was the worst flashing) is dangerous to upload, so I'd be careful looking up gameplay.
The Knight Witch also has a poor checkpoint with the beacons to save/change decks (you have to redo progress and I didn't see an easy mode which salvaged Asha in monster world as it's easy to get hit). This boss fight had me memorize patterns (and your shots have limited range, though at least the stalactites falling don't go to the walls). Boss fight is with demolition golem Abraxas.
However, load times on switch version are a pain and you can't limit flashing (maybe minimize brightness before playing given this is worse than Xenogears' flashing), though you can with screenshaking. Yet somehow, with trigger witch (piñata mode is funny to edit blood if you want, like how black widow: recharged does a snowman in arachnophobia mode), going between rooms is more violent than changing directions (which my recording had reduced screenshake from movement outside changing maps).
I am glad that trigger witch is 2 player, has instant saving for each room, and loads quickly unlike the knight witch. But yes, both games obviously weren't tested for these eyestrain viewing.