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.
用户评测:
最新:
特别好评 (11 篇评测) - 过去 30 天内的 11 篇用户评测中有 81% 为好评。
总体:
褒贬不一 (368 篇评测) - 368 篇用户的游戏评测中有 68% 为好评。
发行日期: 2014年6月16日

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最近更新 查看所有(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 条留言 了解更多

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.

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关于这款游戏

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.

系统需求

Windows
Mac OS X
SteamOS + Linux
    最低配置:
    • 操作系统: Windows XP
    • 处理器: 2 GHz Dual Core
    • 内存: 2 GB RAM
    • 图形: Hardware accelerated graphics with dedicated memory
    • 存储空间: 需要 150 MB 可用空间
    最低配置:
    • 操作系统: OS X 10.7
    • 处理器: 2 GHz Dual Core
    • 内存: 2 GB RAM
    • 图形: Hardware accelerated graphics with dedicated memory
    • 存储空间: 需要 150 MB 可用空间
    最低配置:
    • 处理器: 2 GHz Dual Core
    • 内存: 2 GB RAM
    • 图形: Hardware accelerated graphics with dedicated memory
    • 存储空间: 需要 150 MB 可用空间
消费者评测
消费者评测系统更新!了解更多
最新:
特别好评 (11 篇评测)
总体:
褒贬不一 (368 篇评测)
最近发布
JohnR
( 37.4 小时(记录在案的) )
发布于:6月25日
Great game.
是否有价值? 欢乐
UnBrakeableMouse
( 3.5 小时(记录在案的) )
发布于:6月24日
it's cool try it
是否有价值? 欢乐
ThePCGamer101
( 4.3 小时(记录在案的) )
发布于: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 :)
是否有价值? 欢乐
★Tokidoki★
( 1.6 小时(记录在案的) )
发布于:6月17日
It's got wizards and lizards. +1
是否有价值? 欢乐
se05239
( 2.4 小时(记录在案的) )
发布于: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.
是否有价值? 欢乐
cg_destro
( 17.7 小时(记录在案的) )
发布于:6月10日
cool little game, somewhat simmilar to binding of isaac, fun to play for couple of hours
是否有价值? 欢乐
Land Walrus
( 3.0 小时(记录在案的) )
发布于: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
是否有价值? 欢乐
DYT
( 10.3 小时(记录在案的) )
发布于:6月3日
OSfrog pliz
是否有价值? 欢乐
Solotalento
( 8.1 小时(记录在案的) )
发布于:5月30日
Its an ok game, but sadly its missing interesting synergies by combining items, which drastically reduces the replayability.
是否有价值? 欢乐
Danger! Flying Objects
( 17.1 小时(记录在案的) )
发布于: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.
是否有价值? 欢乐
最有价值的评测  在过去的 30 天内
1 人中有 1 人(100%)觉得这篇评测有价值
不推荐
2.4 小时(记录在案的)
发布于: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.
这篇评测是否有价值? 欢乐
最有价值的评测  总体
12 人中有 12 人(100%)觉得这篇评测有价值
有 4 人觉得这篇评测很欢乐
推荐
11.4 小时(记录在案的)
发布于:5月10日
游戏类型为以撒结合模式的Roguelike游戏。画风很萌,制作很细腻。
主角是个可爱的龙,到世界去冒险,途中遇到很多怪物和增幅道具,打败大boss然后blablabla%$¥&#!*~......
操作上呢,可以上下左右发射武器,也可以用鼠标控制武器发射的方向,个人推荐用鼠标去控制输出。
主动道具和炸弹模组在游戏中默认为Z和X,并且开地图要“隔山漫海”的去按M,常玩这类游戏的会感觉很别扭,建议把主动改为Q(空格已经被认定为开箱子、说话、触发剧情,所以还是不要用空格了),炸弹模组改为E,地图呢改为TAB,这样就好了。
游戏难度适中,适合大部分非手残玩家。建议在打折时或者入包了之后买来玩玩,很吸引人的喵~
这篇评测是否有价值? 欢乐
13 人中有 12 人(92%)觉得这篇评测有价值
不推荐
2.0 小时(记录在案的)
发布于:2015年3月7日
总评6/10 如果你是一个每买一次游戏就要经过深思熟虑的玩家,我不会向你推荐这款游戏,可是如果你是个买游戏从来只看自己意愿的土豪玩家请你忽略这条评论
看到评测区都是英文的评测,我就为国内懒得看英文的玩家写一篇评测(要是写的不好请多见谅,评测仅代表个人意见)
操作手感:5/10 可以让你操作得当,但是不会让你融入游戏的氛围,而且我拿键盘鼠标和手柄各试了一次但是操作手感都不怎么样。

关卡6/10:由于是roguelike游戏,关卡是完全随机的,但是关卡的重复性比较高,有些关卡的机关和坑爹的地方就是特意为了让你掉血的,而且游戏内的血量非常难补充,因为补充血量有两个途径第一是通过你打怪物可能会掉落补充血量的道具;第二是你攒够了一定的钱数去商店购买补充血量。但是在游戏中可能你有了钱也没有商店可以让你购买补血的道具,因为在游戏内分好几种商店,我现在见过的商店只有饰品店和武器店以及血药店,所以可能因为你的运气不好就死在了补充血量的路上。(虽然死了一次以后可以让你再复活一次)

游戏音乐7/10:也还算是可以接受

游戏其他各项设计6/10:就像其他很多roguelike游戏一样,这个游戏是有很多不同的角色的,但是角色的解锁好像是要通过通关来实现的,可是因为各项其他原因(可能主要是我比较手残)我现在还没有通过关所以没有解锁任何的角色,所以我不对角色做什么评价。游戏内的怪物设计比较单调,你可能在好几关之内只能看到几种一样的怪物。

虽然这个游戏可能值得一玩,而且各项内容做的还算是不差却也到不了好的地步。但是我从各方面来说不是很喜欢这款游戏。
这篇评测是否有价值? 欢乐
6 人中有 6 人(100%)觉得这篇评测有价值
有 3 人觉得这篇评测很欢乐
推荐
1.5 小时(记录在案的)
发布于:2015年3月21日
难度不大 前提是不要和玩以撒一样手贱 没事干就按着攻击键 因为不当心打到道具店老板的后果很!严!重!
这篇评测是否有价值? 欢乐
12 人中有 8 人(67%)觉得这篇评测有价值
推荐
3.3 小时(记录在案的)
发布于:2015年4月5日
还行吧,可爱版以撒……主要是手感太差
这篇评测是否有价值? 欢乐
179 人中有 148 人(83%)觉得这篇评测有价值
有 6 人觉得这篇评测很欢乐
不推荐
32.6 小时(记录在案的)
发布于: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.
这篇评测是否有价值? 欢乐
145 人中有 123 人(85%)觉得这篇评测有价值
推荐
17.8 小时(记录在案的)
发布于: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.
这篇评测是否有价值? 欢乐
133 人中有 105 人(79%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
推荐
12.2 小时(记录在案的)
发布于: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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108 人中有 86 人(80%)觉得这篇评测有价值
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不推荐
1.2 小时(记录在案的)
发布于: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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69 人中有 53 人(77%)觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
推荐
58.9 小时(记录在案的)
发布于:2014年11月27日
At the Time of Writing
Game: A Wizard's Lizard
Price: $8.49* (reg $16.99)
Genre: Action/RPG/Rogue-like
Time Played: 42 hours
Personal Enjoyment Rating: ☺☺☺☺☻

Links I Found Helpful**
A Youtube review by Northernlionhttps://www.youtube.com/watch?v=eYPa6XHPxP4

General
You may think that I absolutely love this game if you've looked at my hours played, and although I am enjoying it and I do recommend it, take it with a grain of salt please. I've found this game to be somewhat difficult, but the completionist in me just can not accept defeat, and so I keep coming back again and again. At this point I have 50 deaths and 0 wins. Therefore, I'm not at all sure what the ratio is between the game being challenging and my skill level being awful.

There are a few characters to unlock, however that is far in your future if you're anything like me. First you need to learn the ropes of the game. One of the most enjoyable aspects of a Wizard's Lizard is the opportunity to explore for yourself and get to grips with how to accomplish the objective of the game. However, as you learn a little more each time you die, it has to be said that the biggest drawback to this game is the repetativeness.

Last of all, I must mention that I have not played The Binding of Isaac, and therefore I can not give you any comments comparing the two games to each other. I find the Binding of Isaac too gory.

Gameplay
You are a lizard. A very cute lizard that looks cross and sticks his tongue out every time you attack. Your objective is to battle Death and help your wizard. You do this by wandering through the dungeon until you get to the last area. There are three main areas and two side areas. Getting hit (losing health) is a very bad thing because healing items are relatively few and far between.

As you progress further and further into the dungeon, you'll be able to rescue villagers and buy blueprints which are the two persistent progression aspects to the game. They will give you more options in town before you start a run, making you more powerful, and thus more likely to get further.

That's about it. It's pretty simple. Kill stuff before it kills you. Don't get hit. Get to the end. Although, as I might have mentioned before, it isn't necessarily easy to do.

Controls
Controls are WASD to move and arrow keys to attack (you can also use the mouse to attack, but I found it rather cumbersome to use). There are few hotkeys to learn to make life easier, but the three most important ones are: Z is a spell attack, X puts down a totem, and shift makes you dash. It's important to learn to use your abilities to help you clear out rooms faster and with less death.

Storyline
Very basic. It's really more of a theme than anything else. At the start there is a short cutscene setting you up to go rescue your wizard. Since I haven't managed to win a game yet I can't comment much more than that.

Sound
I really enjoy the music, it's quite fun if repetitive, but repetitive like Tetris or other beloved old games. You are warned if you hate repetitive music. The sound effects are rather basic and a little jarring on the ears. There are only a few which I deem practical sounds - giving you warning of an incoming attack.

Graphics
Delightful graphics in my opinion. Cartoony, sure, but charming. I also appreciate that I can turn off the bloody globs of zombie exploding because I do not enjoy gore. The lighting effects are very neat, although after a while they became tiresome for me because they do make gameplay harder. There is an option to turn the lighting effects off.

Pros
+ explore the game for yourself to learn the ropes
+ charming graphics
+ hotkeys
+ a lot to do for completionists
+ achievements*** are more like challenges
+ super cute lizard
Cons
- repetitive
- repetitive
- repetitive

Help Me Help You
If you did not find this review helpful, I would really appreciate your constructive criticism - tell me why it wasn’t helpful for you. It’s my hope to make the reviews that I do take the time to write up, as helpful as they possibly can be.

Rothana's Steam Review Archive
For those that are interested in seeing more of my reviews, I have set up an archive of them at an external website. I don't earn anything off of this at all, it's just a little side project that I add to when I can. Steam won't let me create a direct link though, so you'll need to make your own way to the URL I describe now: rothana dot weebly dot com

Footnotes
*Any prices that I mention are in CDN because that is what I see. The primary price I list at the top is the price that I bought the game at.
**I will not be keeping an eye on whether the links are up to date, so if they are broken I apologise. Remember that these are external websites and I'm just trying to be helpful - I'm not responsible for the content on the other end.
***Don't even get me started on achievements. My rant follows: Suffice it to say that I think most achievements are complete waste of space. The only reason I'm going to mention them as a plus point on a game is if they're being used properly. I don't care if you managed to kill your first zombie in the first five minutes of the tutorial... that isn't an achievement. Achievements should be challenges for the player to complete which are somewhat difficult to accomplish, and/or make you think about the game in a different way, thereby getting you to explore different ways of doing things and thus expanding upon the gameplay.

Edit Log
27/11/2014 added "help me help you" section
18/02/2015 added "rothana's archive" section
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