Conquer the forces of Death in A Wizard’s Lizard, an action RPG for Windows, Mac, and Linux. Explore ever-changing dungeons, filled with powerful weapons and items. Battle back the hordes of evil. Rescue villagers to improve your town and increase your power for your next trek into the dungeon.
ユーザーレビュー:
最近:
非常に好評 (12 件のレビュー) - 83% of the 12 user reviews in the last 30 days are positive.
Overall:
賛否両論 (368 件のレビュー) - このゲームのユーザーレビュー 368 件中 68% が好評です
リリース日: 2014年6月16日

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A Wizard's Lizard を購入する

サマーセール! 7月4日 に終了

 

最新の更新 全て表示(24)

4月6日

A Wizard's Lizard: Soul Thief now available in Early Access!

The sequel to A Wizard's Lizard is now in Early Access. Come help us shape the direction of A Wizard's Lizard: Soul Thief!

http://store.steampowered.com/app/373470

A big thanks to everyone who has supported the original (and the sequel via KS, etc). We're looking forward to more lizard adventures!

2 件のコメント 詳細を見る

3月29日

A Wizard's Lizard: Soul Thief launches on Steam Early Access in ONE WEEK

Get ready to possess monsters! We're excited to launch A Wizard's Lizard: Soul Thief on Steam Early Access in just one week, April 5th.

Matt, Geoff, Joshua, and Greg have been working tirelessly on making this the best game it can be. During Early Access we'll be updating the game weekly by adding new monsters, dungeons, and items. We hope you'll join us and help shape the game's direction while we continue development.

3 件のコメント 詳細を見る

このゲームについて

Conquer the forces of Death in A Wizard’s Lizard, an action RPG for Windows, Mac and Linux. Explore ever-changing dungeons, filled with valuable treasure and powerful items, while battling back the hordes of evil. Rescue townsfolk to improve your town and aid your next trek into the dungeon.

Fans of The Legend of Zelda, Gauntlet, and The Binding of Isaac will love the retro-inspired twin-stick action of A Wizard's Lizard.

When the wizard of Amberfall unlocks the magic of eternal life, Death comes to take him away. Now his faithful pet lizard must brave procedurally-generated dungeons to save him!

Master Life & Death: Death is only the beginning as you continue to unlock secrets in the realm of the dead. Find hidden items only accessible to those who have died and discover the power of resurrection. Tread carefully, the dead do not wish to be disturbed.

Rebuild the Town: Rescue townsfolk trapped throughout the dungeons for increasing reward. Discover lost blueprints which allow the town's blacksmith to craft new weapons and armor.

Restore the Museum: Search Death's domain for stolen artifacts and legendary weapons. Every item you find is returned to the museum for display. Can you recover all of the powerful weapons, legendary armor, and magical items?

Control your lizard using your favorite gamepad (including the Xbox 360 controller) for full 360 degree movement and attacking.

システム要件

Windows
Mac OS X
SteamOS + Linux
    最低:
    • OS: Windows XP
    • プロセッサー: 2 GHz Dual Core
    • メモリー: 2 GB RAM
    • グラフィック: Hardware accelerated graphics with dedicated memory
    • ストレージ: 150 MB 利用可能
    最低:
    • OS: OS X 10.7
    • プロセッサー: 2 GHz Dual Core
    • メモリー: 2 GB RAM
    • グラフィック: Hardware accelerated graphics with dedicated memory
    • ストレージ: 150 MB 利用可能
    最低:
    • プロセッサー: 2 GHz Dual Core
    • メモリー: 2 GB RAM
    • グラフィック: Hardware accelerated graphics with dedicated memory
    • ストレージ: 150 MB 利用可能
Customer reviews
カスタマーレビューシステムがアップデートされました! 詳細を見る
最近:
非常に好評 (12 件のレビュー)
Overall:
賛否両論 (368 件のレビュー)
Recently Posted
JohnR
( 記録時間: 37.4 時間 )
投稿日: 6月25日
Great game.
参考になりましたか? はい いいえ 面白い
UnBrakeableMouse
( 記録時間: 3.5 時間 )
投稿日: 6月24日
it's cool try it
参考になりましたか? はい いいえ 面白い
ThePCGamer101
( 記録時間: 4.3 時間 )
投稿日: 6月23日
DISCLAIMER: This is a first impressions review, and NOT a full review, if you want a full review, then please read better reviews then mine

A Wizard's Lizard is a rogue-lite game developed by Lost Decade Games. The story follows a wizard's lizard as his master is abducted by death and you as the lizard have to save your master from the evil clutches of death

The gameplay is heavily inspired by The Binding of Issac, however, A Wizard's Lizard takes a more family friendly visual approach rather than The Binding Issac's dark atmosphere and theme. The game takes an interesting turn with the death system, so much so, that when you die the first time, you get sent to a sort of spirit realm and then if you die again, it's game over

The music is really good and joyful but it can get repetitive as some points and as a whole, A Wizard's Lizard can get repetitve at some points so much so it can get boring very quickly, The Binding of Issac does suffer with this repetition but manages somehow to make it unique however with A Wizard's Lizard, it doesn't manage that

Another thing which bugged me was the screen resolution. The game's resolution is fixed to a boxed resolution which means that the game is in a sort of a 4:3 resolution whic kind of bugged me

Overall, A Wizard's Lizard is a good rogue-lite game to play in a few short bursts with it's cute visuals and good music

RECOMMENDED :)
参考になりましたか? はい いいえ 面白い
★Tokidoki★
( 記録時間: 1.6 時間 )
投稿日: 6月17日
It's got wizards and lizards. +1
参考になりましたか? はい いいえ 面白い
se05239
( 記録時間: 2.4 時間 )
投稿日: 6月17日
Not quite the game I thought it to be. Videos of the game I have seen before do not match with the game as it is now.
Some mechanics (which made the game feel unique) was removed and turned into this bland rogue-lite game.

Pros:
- Binding-of-Isaac style gameplay.
- Nice-looking artstyle and graphics.

Cons:
- A complete run is way too short.
- Projectile hitboxes feel way too big and often hit terrain and stuff instead of enemies.
- The gameplay feels.. slow.
- Massive feelings of grind as you do not unlock new stuff for usa (outside characters) as you do your runs.
- You quickly find the same gear over and over again.
参考になりましたか? はい いいえ 面白い
cg_destro
( 記録時間: 17.7 時間 )
投稿日: 6月10日
cool little game, somewhat simmilar to binding of isaac, fun to play for couple of hours
参考になりましたか? はい いいえ 面白い
Land Walrus
( 記録時間: 3.0 時間 )
投稿日: 6月6日
*insue splatoon*
UR A WIZARD
NOW UR A LIZARD
UR NOT A KID
OR A SQUID
LIZARD
WIZARD
yaaaayyy i did it
参考になりましたか? はい いいえ 面白い
DYT
( 記録時間: 10.3 時間 )
投稿日: 6月3日
OSfrog pliz
参考になりましたか? はい いいえ 面白い
esehara
( 記録時間: 2.6 時間 )
投稿日: 5月30日
初クリア記念レビュー。

ゲーム的には「Bind of Isaac」に見られるような、ゼルダ風のアクションローグライク。武器、魔法のようなもの、一時的に立てて補助してくれるトーテムを駆使しながら、最下層まで降りていって、ラスボスを倒してくるタイプのゲームだ。最初に断っておくと、普段は980円なので、このボリュームで980円はちょっと割高に感じざるを得ないので、割引きで見かけたら買うことをお薦めしておく。

というわけで、早速、感想に入る。

ローグライクは死ぬことを前提に、どうやって何度も周回させて、段々とそのゲームのコツみたいなのを掴んでいかせるようなゲームデザインにするかというのがポイントになると思うんだけど、このゲームの場合は「発見」がポイントになる。

ステージは直線ではなく、分岐しながら進んでいく。この分岐を見つけたり、あるいはプレイヤーキャラを助けるための鍵を手に入れるために、どうすればいいのか、というのを死にながら考えるのは楽しい。

あともう一つ面白いのは、プレイヤーには、実体のときと、幽霊のときがあり、実体のときには、幽霊の敵は問題にならないのだが、幽霊になった途端に、幽霊の敵が襲いかかってきたりする。幽霊のときに体力が無くなるとゲームオーバーなので、実体に戻るための魔方陣まで向かうのにハラハラしたりする。

まだ、死ぬことが前提と言ったけれど、このゲームの場合、長時間やることは特に考えている感じではなく、だいたい長くて45分程度で終ることを前提にしているので、サクっとやるのにも丁度いい。

ただ、好みが若干別れるというか、ローグライクにどうしてもありがちになるのは、最初の武器がでそろってしまえば無双することは簡単にできる。

実際に、武器や魔法、トーテムの強さにはバラつきがあり、揃ってしまえば、もはやラスボスすらも楽に勝てる。逆に、揃わなければ、全くもってジリ貧の冒険となってしまうというあたりだろう(とはいえ、これはローグライク全般がそうだと言われればそうかもしれないが……)

とはいえ、「死んだら全てパー」ということではなく、ちゃんと助けた村人の数にあわせて、所持金の補助が出るし、途中の店で買ったブループリントで、店の品物が充実するといった、ちゃんと「死んだら死んだだけメリットもある」という側面もあるので、次の冒険にもモチベーションをもってやることができる。

ただ、最初にも書いたように、この内容で980円はちょっと割高のように感じる。もし興味があって買う人がいれば、セールで買うことをお薦めする。その条件つきでおすすめしたいと思う
参考になりましたか? はい いいえ 面白い
Solotalento
( 記録時間: 8.1 時間 )
投稿日: 5月30日
Its an ok game, but sadly its missing interesting synergies by combining items, which drastically reduces the replayability.
参考になりましたか? はい いいえ 面白い
Most Helpful Reviews  In the past 30 days
2 人中 2 人 (100%) がこのレビューが参考になったと投票しました
おすすめ
記録時間: 17.1 時間
投稿日: 5月28日
This is an interesting little game.

I picked up A Wizard's Lizard because I wanted to try out Binding of Isaac-style gameplay but couldn't stand Isaac's art style at all. Way, way too gross for me. And I think I've gotten my money's worth so far. Full disclosure: I haven't beaten it.

Now, the myriad of reviews telling you that this game is simplistic and not nearly random enough to hold long-term appeal... they aren't wrong. The items don't have as much ridiculous variance as in Isaac, there's not nearly enough item interactivity, and almost none of them have Isaac's insane "what's an upper bound?" appeal. The level design is far less complex than Isaac's and much more predictable. The enemies are perfectly solid, but a lot of them behave very similarly and overall none of them feel standout.

So there's the bad points. That being said, I'd still recommend you try out A Wizard's Lizard, and here's why.

First off, it's ten dollars now. It started at fifteen, which was a touch high, and I don't blame people who paid that much feeling a little shortchanged. But ten is a perfectly tolerable price for the amount of gameplay you've got in this game.

As for that gameplay... I may not have played Isaac, but I like it better purely on the face of it. The game is plenty hard--as said, I still haven't beaten it--but it never feels like it HATES you. It never wants to kick you while you're down, or feels that's necessary. You have more health, the room layouts are more forgiving... It's still not just going to roll over and die, but it's not hateful.

And it IS fun, at least fun enough that I'm still coming back and trying again after ten hours of making it to the Crypt once. It's engaging enough and challenging enough that you feel tested, and I'm STILL unlocking things. If you've been playing Binding of Isaac all these years it may not be nearly as challenging for you, but I couldn't say. And despite the cutsier art style, the story--once you learn it--is actually pretty bloody dark!

So, is this game worth buying? I think so. It's not at the TOP of my list, but if you're looking for Binding of Isaac gameplay without having to deal with updates that make the game less fun and a thematic style that's trying too hard, this might be exactly what you're looking for.
このレビューは参考になりましたか? はい いいえ 面白い
Most Helpful Reviews  Overall
7 人中 7 人 (100%) がこのレビューが参考になったと投票しました
おすすめ
記録時間: 8.8 時間
投稿日: 2015年6月4日
ローグライクゲームで可愛らしい物を探していた時に出会いました。
手軽に楽しめるにも関わらず、やり込み要素もあるので、バランスがとても上手く保たれています。

個人的な総合評価は10/10です。

イラストなどがとても可愛い雰囲気で、女性でも楽しめる見た目だと思います。
操作性も大変良く、シンプルで遊びやすい点や、ローグライクゲームらしい難し目の難易度もほどほどでやりやすいです。
アイテム収集要素もあり、また、アイテム数も多めでコレクタータイプの方にも楽しんで頂けるかと思います。
個性的な魔法も色々あって、中々飽きの来ない作りになっています。

暇つぶしにもなり、本格的な攻略も楽しめてこのお値段なので、是非オススメしたいです。
このレビューは参考になりましたか? はい いいえ 面白い
2 人中 2 人 (100%) がこのレビューが参考になったと投票しました
おすすめ
記録時間: 101.3 時間
投稿日: 4月12日
死を克服する薬を作ってしまったがために死神の怒りを買い、
さらわれてしまった主人である魔法使いをトカゲのラーガ君が助けに行くストーリー。
特徴的なのは一度HPを削りきられても、幽霊として冒険を続けられるシステム。
HPがゼロになるとプレイヤーは幽霊となり、幽霊のときにHPが削りきられて初めてゲームオーバーになります。
幽霊になると暗い部屋も明るく見え、毒になりませんが、生きているときにはすり抜けるだけだったゴーストモンスター達が襲いかかってくるため戦闘の危険度が上がります。
また、このゲームではソウル攻撃というボムのような攻撃があり、ソウルジェムというアイテムを消費して使用するのですが、
ソウルジェムはゴーストモンスターからのドロップが多いため、幽霊になったほうが集めやすくなっています。
赤い魔方陣に触れればいきかえることができるのですが、
このときのHPはソウルパワーの上がる装備を憑けていない場合、満タンよりも低い数値になります。
幽霊になるタイミング、いつ生き返るのか、回復アイテムを後に残すのか今取るのか。
そういった戦略が面白く感じました。

アクションが苦手でも村人を助けて初期資金を増やしたり、
ブループリントを集めてスタート地点のお店の品揃えを増やすことでより有利な状況でスタートできるようになるので安心です。
慣れたら是非Empty Handed(アイテム持ち込み無しクリア)に挑戦を!
このレビューは参考になりましたか? はい いいえ 面白い
1 人中 1 人 (100%) がこのレビューが参考になったと投票しました
おすすめ
記録時間: 12.6 時間
投稿日: 2015年12月28日
死んだら終わりローグライク

ブループリントで購入したアイテムは次回以降持ち込みできるようになる
武器によって特性が異なるので使いやすい武器を見つけろ!
このレビューは参考になりましたか? はい いいえ 面白い
1 人中 1 人 (100%) がこのレビューが参考になったと投票しました
おすすめ
記録時間: 12.0 時間
投稿日: 2015年11月4日
可愛いトカゲ(Raga)が主人公のローグライク。
通常攻撃は武器を投げる感じなのでシューティングに近いかもしれない。
トカゲなのに剣や槍をホイホイ投げまくる姿がかわゆい。
魔法やトーテムなどの攻撃手段も色々と種類があって楽しい。

このゲームのユニークな所は通常の状態でやられると
幽霊として復活する点。
通常時には何の影響もなかった敵の幽霊が襲ってきたり
早めに魔法陣に戻って通常の状態に戻らないとなかなか大変。
ステージ数は少なめで大体1時間以内には1周できるボリュームだけど
やり込み要素が色々あって気軽に何度も挑戦できる。

トカゲが主人公のローグライクなんてなかなかお目にかかれないので
怪獣系とかドラゴンが好きならおすすめです。
このレビューは参考になりましたか? はい いいえ 面白い
19 人中 5 人 (26%) がこのレビューが参考になったと投票しました
おすすめしません
記録時間: 1.5 時間
投稿日: 2015年3月29日
ただ単純に目の前に山が用意されて、なんとなく「登れ」といわれたきがしたので登る。
そんな感じのゲームになっています。正直面白くは思えません。

ゲーム性自体は悪くないです。
ただ、冒険のための導線が全くないために、
冒険に向かう動機付けが全くできないのが問題だと思いました。

ゲーム内容そのものの難易度が高めですし
風来のシレンでいうと、
「ゲームを始めたら、突然『フェイの最終問題』への入り口だけがあるマップに放り出された」
というような感覚を覚えました。

今後のアップデートで改善することを期待したいです。
このレビューは参考になりましたか? はい いいえ 面白い
179 人中 148 人 (83%) がこのレビューが参考になったと投票しました
6 人がこのレビューが面白いと投票しました
おすすめしません
記録時間: 32.6 時間
投稿日: 2014年10月20日
It starts out being a blast as you rescue townsfolk, get newer and better items, and get further along into the game; but eventually devolves into repetitiveness. Although a roguelike in vein of TLoZ and BoI, it hardly gets very random. Due to this, as your skill level goes up, you get further in just to be hit by gobs of enemies. This is where the game's fault lies in as the enemies tend to take a lot of punishment before going down. As you get to the final area of the game, it gets worse in this regard as now said sponge enemies now hit like trucks and with every death you'll just be visiting the same rooms over and over and over. Now in an average roguelike, this wouldn't be a problem. In AWL, it's hardly random enough to give the player a reason to continue to do so.

Finding blueprints enables you to reduce the luck element by finding a good enough item that you can now use at the beginning of the game upon purchasing it. However, even that process could essentially be considered "grinding" as you're going through the same places yet again to get something to help you get through the game's 3 main areas.

Due to enemies spamming you in large amounts and them being able to take a heavy amount of punishment; rather than them changing up tactics, (or even getting new attacks or becoming faster for example) they essentially don't do anything creative with them. Everything else, such as the music, is passable at best. Overall, the game's faults will eventually wear you out on enjoying it.
このレビューは参考になりましたか? はい いいえ 面白い
145 人中 123 人 (85%) がこのレビューが参考になったと投票しました
おすすめ
記録時間: 17.8 時間
投稿日: 2014年6月17日
You awaken in a Wizard's Tower as Raga, the adorable reptilian familiar of a great wizard, only to witness your master being taken away by Death himself. After a brief tutorial, it turns out the little guy wants to take on Death's Crypts and its perils all alone and here your adventure begins. The story is very straight forward, very effective and is perfectly reminiscent of the best titles of the 80s and 90s. A Wizard's Lizard is a fantastic new top-down ARPG dungeon crawling experience which borrows many light elements from the roguelike genre, making it a more than worthy addition to Steam's growing library of rogue-lites.

While beginning A Wizard's Lizard I can see that buried under all of it's simple and elegant charm there is a lot of content to be discovered. The first thing I noticed is that aside from our strong-willed little Lizard mascot, there are 4 more mysteriously blacked out character slots for unlockable types all of varying look and ability. After the short cutscene and tutorial you stumble into the huge halls of a luxurious and massive museum where you learn that the cherished artifacts of this sprawling monument have been stolen by, once again, Death himself. There are at least six different vast rooms in the museum all full of empty podiums for you to fill up with items, enemies and a vast array of other unlockables that you find throughout your journey, just another telling sign of the incredible amount of content and replayability that you will find with this game.

Your next stop before getting into the chaotic meat of this addictive game is the town which you'll notice at first seems a little empty. You find out that lost in the Cemetery ahead are the people of this once thriving town for you to find who will give different perks such as discounts in shops which are all persistent throughout your plays and once again adds another insane layer of content to this already hefty game. As you find people certain areas of the town will fill out for you to interact with including the Shop and Tavern, creating more and more reason to revisit the starting area as you delve deeper and deeper.

You have several main abilities to master in your endeavors through the dungeons ahead including your main weapon which is tied to precise right-stick directions, a dash ability, soul Orbs which act as bombs, and Totem Poles which act as defensive towers with different forms for you to find and try. There are loads upon loads of different items and artifacts to find of varying abilities such as the skill to see damage numbers in combat or increased attack power and every single one of them alters your gameplay just enough to change up your playstyle on every consecutive run, keeping you on your toes each time.

The game is definitely challenging though you are given a second chance with the very cool and unique life/death system, plunging you into the realm of the dead upon the loss of life and turning you into a ghost for extended play. This isn't as much of a relief as it sounds, however, as you will be joined by the rampaging spirits of foes killed in the past.

As you get into the core gameplay things happen very quick instantly throwing you into the hectic rooms of the cemetary all of which are procedurally-generated and randomized in classic roguelite fashion, bustling with hordes of enemies and destructible objects scattered all across the enviroment. The action itself is very tight, precise, fast paced twin-stick fare which require quick reflexes and fast thinking with your arsenal of abilities and there is so much going on in a single room it can sometimes get overwhelming. Luckily with the perks you get from various items, upgrades to your abilities such as Totem Poles, persistent bonuses from rescuing townspeople, and discoverable shortcuts the game becomes more manageable, fun, and addictive with every play.

Most will be quick to put this in the same category as other top-down roguelites of recent years, but I'd say A Wizard's Lizard sets itself apart by achieving a much closer feeling to the classics it was inspired by than titles such as Binding of Isaac by having a much stronger and more realized resemblance to the sound, aesthetics, and gameplay of old favorites akin to Zelda or Gauntlet. There is no limit to the replayability of A Wizard's Lizard, and it is a must-buy as well as a very welcome addition to the world of roguelite dungeon crawlers.
このレビューは参考になりましたか? はい いいえ 面白い
133 人中 105 人 (79%) がこのレビューが参考になったと投票しました
1人がこのレビューが面白いと投票しました
おすすめ
記録時間: 12.2 時間
投稿日: 2014年6月15日
An Indie darling in its own right, Binding of Isaac has had the benefit of an extensive DLC expansion and being developed and produced by the one of the creators of the critically acclaimed Super Meat Boy. To this day, both of these still hold a spot amongst my most favorite games. I’ve put near 40 hours into my Isaac addiction alone, so I’m rather critical when it comes to grading similar titles. With my time with the Wizard’s Lizard, I’ve found an equally addicting affair that takes several lauded features from Isaac and other similar roguelike titles, and modifies and even improves some to craft an occasionally familiar, but wholly enjoyable experience.


First and foremost, WL plays like a twin-stick Isaac; you’re not limited to 4-way firing. You also have a dedicated sprinting function, which you will utilize to get out of sticky situations. Rather than bombs, you have access to a magical immediate-area blast attack and “totems” which, depending on type, can be laid at any point and can rain all manner of elemental justice on your enemies. These run on a cooldown system, and it quickly shows to be an unwise decision to waste them on weaker enemies. In fact, a major benefit the totems bring to gameplay is an element of strategy that Isaac typically lacks. There are situations where enemies will not be defeated by standard weaponry alone before they can reach you, but with a well-placed totem, a trap can fell a group of nasties before they have the opportunity to sap half your health bar.

And sap it they will, but then even this becomes a unique part of WL, as death isn’t the end. In fact, it’s often the means to great rewards! Dying once turns your character in a halo wearing ghost, and this brings new implications and dangers. On death, enemies occasionally leave behind spirits of their own, and while in your own ghostly form, they can now hurt you. The risk comes in several dungeon-wide escapades that require the use of living and ghostly forms to pursue, as being ghost lizard allows you access to specific items that only he can reach. While death can bring on even greater challenges with new enemies, it’s entirely possible to earn your life back. Fighting through the ghostly hoard to earn back the privilege of your fleshy exterior is all but imperative, as you will not likely survive the later areas without the crutch of your ghostly half to fall back on should you perish again.

Just like in Isaac, every game you start drops you in a fairly different series of rooms each time, though they start to blend together on repeat playthroughs, as the situational variety tends to dwindle quickly. In lieu of upgrades that give or modify abilities, you find a variety of weapons and equipment, like helmets, gloves, charms and the like. However, (and this is a big issue I have with WL), wearing a spiked helmet, green gloves, demon boots, a diamond ring, several charm necklaces AND carrying an abacus around do not change my appearance in the slightest. One of the most entertaining visual aspects of Isaac was the variety of horrid things you could do to him simply by finding upgrades! The game loses an excellent source of entertainment by not providing similar feedback to the player beyond a menu screen list.

In keeping up with any upgrades and items you’ve nabbed, the in-game menu screen provides a much needed function that I always wish was in Isaac. You always have access to a larger map and a detailed list of all owned items and their abilities. This leads to my favorite feature in Lizard, one that really sets it apart from Isaac in a superb way: progression! Before beginning a run, you’re dropped into a hub, where you have access to a store. While dungeoning, you may run across special shops that will sell you a single blueprint. These blueprints give permanent additions to the hub store, where you can buy and set your starting equipment before each run. To earn money for your equipment, you must seek out missing adventurers in the dungeons and rescue them. Each rescue adds a permanent 500 gold to your starting funds, and a plucky new npc to wander around the hub.

But far and away my favorite indication of progression comes from the upper door in the hub, which leads to the museum. What could be in a museum, you ask? Well, this museum provides several rooms, each detailing a specific aspect your progression. How many enemies have you killed from a specific dungeon? What weapons have you found? Equipment sorted through? Each found item finds a resting place, along with an apt description of what it is and what it does. The enemy rooms indicate just how many you’ve killed, along with an often cute description and their behavior pattern. It adds an entirely new dynamic to playing the game, and appeals to my want to play just one more in hopes of finding another something to add to my collection. The metagame is strong in this one.

The last item of importance in the hub is the ability to open shortcuts to further dungeon zones a la Spelunky. Opening the first one was a bit of a pain for me, so I’ll enjoy not explaining how I did it.

There are secrets that are in no way apparent on your first, fifth, or twentieth playthrough, and I won’t give any hints as to the whereabouts of the few I know of. What I will touch on is possibly the most important aspect of this game in relation to Isaac: The Difficulty. Typically, the game is standard fare, with your ability to escape dungeons unscathed hinging on your ability to adapt to specific creatures and situations that most often present themselves. That said, there were certainly rare instances of little resistance prior to a specific room, only to be so completely overwhelmed as to die then and there. At the end of each zone you will come across a boss, and this is one of the stronger aspects of WL when compared to Isaac. In Isaac, boss characters may differ on colors, and therefore strength, speed or defense. In WL, bosses behave differently, with varying methods of attack, depending on your luck of the draw. I can’t tell you how irritated I was to reach the first boss for the second or third time only for him to whip out an entirely different attack pattern that I hadn’t previously witnessed… and kill me. I was flabbergasted in the best possible way. That said, boss encounters can be too difficult. They have far too much health, and the few attack upgrades you can find barely augment your strength to point where I didn’t even really notice a difference. Expect to spend a lot of time learning patterns and flexing your muscle memory if you want to succeed.


Wizard’s Lizard more than scratches the itch left by Binding of Isaac, and improves and even introduces many features unique to the genre. This game relies heavily on acquired blueprints, making your starting inventory the most important aspect of each playthrough. During my play time, I’ve noticed several mechanics and ideas lifted straight from the most popular action rogues, namely Isaac and Spelunky, but this in no way detracted from my time with WL. Rather it insights warm feelings of times gone by with some of my favorite gaming experiences. In the week that I’ve been playing WL, features have been added and notable tweaks were made. I fully expect more content to make its way in for a good while, and what’s here is already arguably more than enough. In short, this game is excellent, and easily sucks away the hours crawling through dungeons just to get a little bit closer to the end, or find that one item or blueprint you’ve been pining after.
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記録時間: 1.2 時間
投稿日: 2014年6月29日
Someone recomended me this game because it was supposedly similar to "Binding of Isaac", but had native controller support and other roguelike elements and I decided to try.

The game was interesting on the first run, but once I realized how little the items added to the gameplay and the repetitive nature of the levels it got boring pretty quick.

In my opinion, what makes "Binding of Isaac" shine as a great game are the unique items and the carefully balanced challenge. You keep trying to do one run after another, motivated by the thrill of what new item combination you will obtain, how will it affect your gameplay and how far can you get with it. I felt no such thing in AWL, none at all. After 10 runs or so the SAME items would keep popping over and over, and I could barely tell the difference between any of them. The weapons were the most interesting part, but even so they had all the same damage and it didn't fell much different from using any of them.

The "level design" was OK at best, switching quickly from empty rooms with a zombie to a large room with 5 enemies at close range, while a goblin throws daggers at you and a werewolf comes charging from off-screen. Then an empty room with explosive barrels and a switch that opens the door. I get it is "randomly generated", but the generation mechanics and base rooms should be more interesting or ballanced. The player should be given the opportunity to gear a bit or meeting new enemies before being thrown in a room with 10 of it charing at him.

The totem mechanic interested me a lot, but then I got an abbacus and checked the totem damage, which was basically the same as my own weapon and got disappointed. I tried to make a full-totem build by obtaining the totem book and shaman items, but in the end using it was so clunky, having to put it on the ground and kite enemies to it while waiting for it to poof and hope that the hitbox didn't cheat me. Most of the times it was simply easier to backtrack and throw hits at the enemy one at a time than wait for them to get hit by the totem.

Now don't get me wrong, I love "roguelikes" and the difficulty associated with them, but what makes them fun is the possibility to test your limits and play the game everytime with a different set of cards. This feels to me more like I am playing an old NES game like Ghosts and Goblins where I have to keep repeating the same stuff and the difficulty is centered around perfect timing, patience and execution of it.

I personally do not recommend the game, and if you feel that the things I cited are important for you, if you enjoyed "Binding of Isaac" for the items and hate doing the same stuff again, maybe this is not the game for you.
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