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.
User reviews: Mostly Positive (262 reviews)
Release Date: Jun 16, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy A Wizard's Lizard

 

Recommended By Curators

"Do you crave more games similar to The Binding of Isaac? Then this is the game for you. A roguelike inspired top down shooter with high replay value."
Read the full review here.

Recent updates View all (17)

May 20

2.4.0 Live

Version 2.4.0 is now live for all Steam players of A Wizard's Lizard. As mentioned previously, this update includes a whole bunch of new achievements for you to earn!

We're already prepping the changes for the next game update, which will include the usual bug fixes, more achievements, and other gameplay tweaks.

Game on!

5 comments Read more

May 14

[BETA] 2.4.0 - More Achievements!

We just pushed 2.4.0 to the beta channel which nearly triples the number of achievements you can earn in A Wizard's Lizard! Keep in mind that you can only earn these achievements on the beta version until we push this new version live for everyone. As usual, there's a few bug fixes in this patch as well.

Here are the changes in 2.4.0:

  • A whole bunch of new achievements! (Previously unlocked characters will award achievements retroactively)
  • Revamp achievements UI
  • Arrow Traps now emit light and are easier to spot in dark rooms
  • Reduced price of Killer Bees weapon
  • Fix Merchant Murderer achievement
  • Pause the game simulation while a text dialog is displayed

2 comments Read more

About This Game

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.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Hardware accelerated graphics with dedicated memory
    • Hard Drive: 150 MB available space
    Minimum:
    • OS: OS X 10.7
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Hardware accelerated graphics with dedicated memory
    • Hard Drive: 150 MB available space
    Minimum:
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Hardware accelerated graphics with dedicated memory
    • Hard Drive: 150 MB available space
Helpful customer reviews
45 of 65 people (69%) found this review helpful
1 person found this review funny
8.2 hrs on record
Posted: January 9
While this game looks nice, has a great theme and tone set by the visuals, and has a pretty nice upgrade system, there were many things that really killed my enjoyment of it.

While individual rooms are generated well, with a random layout and varied monsters, each floor is utterly predictable, from the number of rooms to the effective contents of each.

You don't do much damage, and you don't have many ways to get HP back, which is nice and reasonable, however every time you kill an enemy or break a destructable object the entire screen shakes. It seems like overkill, and quickly becomes more of an annoyance. Does every single kill need to have that impact? You can have upwards of 50 creatures on the screen at a time in some rooms. That's stopped being an occasional screen shake and become more of a semi-permanant earthquake.

The graphics look nice, but the game ran very badly on my machine. If more than one enemy was taking damage at a time the whole game seemed to tank for a few frames. If several traps go off at once, again, it tanks.

The game runs in a window, which is nice, but if you accidentally click outside the window, which is far from hard with a mouse controlled twin-stick shooter, then the game 'locks' whatever keyboard input it had until you jiggle it. for example, if you were walking downwards, you will continue walking downwards when you alt-tab back into it. For movement skills this is easy enough to fix, but it is particularly annoying when you accidentally lock down your sprint button, which prevents you from shooting and has a cooldown. Then 2-3 seconds after coming back into the game and fixing your movement, you find yourself sprinting off into the wall of spikes.

Running the game fullscreen letterboxes off either side of my screen. This is an understandable design descision, since having a fixed player camera makes sense, I won't hold that against the developers. However I will hold against them the fact that you can still click in the black regions with my mouse to target, and the game doesn't recognise that input, as if you had clicked out of the game. That's just bad.

Overall, while a nice game that would have done well as a free flash game, it quickly becomes very repeditive, and has enough buggy quality issues to make me sorely regret paying the full $15 price.
Was this review helpful? Yes No Funny
7 of 8 people (88%) found this review helpful
57.4 hrs on record
Posted: May 14
My main issues with A Wizard's Lizard are: the game is too repetitive; there is not enough content; and everything becomes annoying (enemies, rooms, equipment).

A Small Explanation Of What A Wizard's Lizard Is All About

A Wizard's Lizard is very similar to The Binding of Isaac, but has an upgrade system similar to Rogue Legacy. During your crawl in the dungeon you can rescue an infinite number of villagers (3 max per crawl) who each give you 500 Gold to start each of your runs with. You spend your money before you enter the dungeon (or choose to save some or all of it for in-dungeon purchases). You spend your money on weapons / other equipment of which you purchase blueprints for in the dungeon. Dying will leave you in ghost form, but you can return to normal on the second part of each area.


The Game Is Too Repetitive

There are 3 main areas (Cemetery, Sewers, Crypt) each with 3 parts to them (e.g. Sewer 1, Sewer 2, Sewer 3) and 2 sub-areas with 1 part each respectively. That's it. All crawls feel the same because everything is set in stone. Blueprints, shopkeepers (and the kinds of items they sell), secret enemies and paths will always be in the same areas (e.g. Cemetery 2 will always have a blueprint for purchase, and Crypt 1 will always have a villager to rescue in the area). You always fight Death at the end. There are no surprises. Someone even wrote a guide on what you can find exactly in each level: https://steamcommunity.com/app/280040/discussions/0/540744934619347325/?

There Is Not Enough Content

Many of the weapons feel the same and I think a lot of them should not even be in the game. There's even a weapon called the Owl Slayer that is very effective against Owl enemies. The problem with bringing such a weapon is that Owl enemies are only in the first area (Cemetery). Owls are not even difficult enough to warrant bringing a weapon for the sole purpose of making it easier to kill them. As stated before, there are 3 main areas with 2 sub-areas. One of the sub-areas does not have a Boss at the end, so that's 3 main Bosses and 1 sub-boss. There are also a couple special enemies you can fight if you want to, but you usually do not want to. Unlocking shortcuts to the Crypt and Sewers are laughably easy. You just have to kill one of those special enemies in each area once, which is not hard at all. You will also encounter the same enemies over and over with the exception of a few rare enemies. The game has 72 blueprints to collect (those 72 blueprints do not even include every piece of equipment in the game). The game has a Museum that lets you know which weapons / equipment you have completed the game with. I have completed the game with every weapon and piece of equipment and I can say it was not worth it.

Everything Is Annoying

The Rooms: There is so much BS in a lot of the rooms that you have to be overly careful. Every room becomes a tedious nightmare making the game difficult for all the wrong reasons. There are so many non-enemy structures that when destroyed will send projectiles flying out and are very annoying. The Crypt is littered with arrow wall traps and the Sewers have wall traps that spew green liquid on you that slows you down and is more of a nuisance than anything. Rooms freeze with all activated / deactivated traps as they were when you leave a room. So if there is a sliding spike trap located near a door and it barely misses you as you get through the door, you will have to take damage on the way back for not paying attention. Another instance of this happening is when you die and become a ghost; all ghost enemies in previously completed rooms will be unfrozen like the spike trap. I died on a crawl one time after I was backtracking to get revived when I went through a room I had cleared before when I was alive, but now it had a skull ghost in the doorway which killed me instantly upon entering the room. Another annoying part of the rooms is that they can have annoying traps like webs on the floor that slow you down, fans that push or pull you, spike traps that spring up from under the floor, and spike traps that slide across the floor when you get in range. They are all annoying and everywhere.

The Weapons / Equipment: Damage upgrades are necessary if you want to have a fun time in your crawls, but they are somewhat rare (for one thing you cannot purchase any of them at the town before a crawl) and all of the damage upgrades except for the charms come with a downgrade. The downgrade is that with each piece of spiked equipment you put on, your fire rate will go down.

The Enemies: Once you enter a room with enemies you cannot leave until every enemy is dead (except for the 2 crystal enemies). This becomes especially annoying when you go into a room on accident. Some of the enemies can be fun to fight like the two types of Owls who attack you depending on which Owl type you attack which have some great strategic scenarios. And then there are all of the other enemies who all feel the same. Some enemies can freeze or slow you, but the majority of them just charge at you. The later stages feel like there are too many enemies / traps and the enemies have too much health. Some enemies can even kill you in one hit with an explosion against a wall.


Final Thoughts

If you're a completionist, you may find some entertainment from collecting every available blueprint (which was a pain to do by the way) or completing the game with every weapon and piece of equipment (which also was not very fun). The Museum also tracks how many times you've killed an enemy and will make the trophy of that monster Golden when you've "Mastered" killing them. This can mean a low number of kills like 25 or upwards of 500+. I'm not even going to try that because a lot of the enemies are rare or take a long time to get to.

You may also be interested in this game if you want a 10-20 hour game that you never want to play again.
Was this review helpful? Yes No Funny
14 of 22 people (64%) found this review helpful
1 person found this review funny
14.4 hrs on record
Posted: December 28, 2014
Fun, challenging roguelike 2d twinstick shooter.

This game is hard. Like, seriously hard. It makes Megaman look like a stroll in the park. It makes Binding of Isaac look like a simple mugging instead of waking up chained to a drainpipe with a hacksaw and a cellphone next to you. In short, it's HARD.

If you persevere though, there are plenty of hidden secrets to uncover - secret levels, unlockable characters. The pace starts off slower than Binding of Isaac - you have to be tactical *and* strategic, but as the levels progress, can become quite frenetic. Masterpiece class in game mechanics design. Plus, Raga is so CUTE. 10/10.
Was this review helpful? Yes No Funny
5 of 7 people (71%) found this review helpful
22.2 hrs on record
Posted: April 8
Fun to play with a lot of dugeon, good for time killing. The only problem is it is too difficult to win.
Was this review helpful? Yes No Funny
6 of 9 people (67%) found this review helpful
21.1 hrs on record
Posted: March 23
Lost Decade Games has giving the world a real gem of an instant classic with A Wizards Lizard.

The art style seem to devide people, but the gameplay sure doesn't. The little Lizard Raga walks, shoots, turns, scoots and everything else right on cue. Its one of those rare games where if you die, its your own dang fault.

Level layout is great too, viewed from a near top down (Isaac style). Theres so many dead ends that can lead to certain death or a ton of gold, or maybe even a weapon upgrade. The thrill of finding one of your favorite weapons in a random chest after a tough room is amazing. In my case finding a trident makes my run instantly better.

I absolutely love the whole "you die and get a second chance as an angel lizard while you can be resurrected and keep going"-bit. I also really like the fact that the ghosts of all your slain enemies can come back to haunt you the spirit world! Making you choose between disturbing the dead and possibly get more money, or letting them rest in peace and have fewer enemies when you die.. cause you will. A lot.

If you enjoy games like Binding of Isaac, Spelunky, Rogue Legacy I'm betting you'll like this cute little Lizards adventures as well.
Was this review helpful? Yes No Funny
7 of 11 people (64%) found this review helpful
15.2 hrs on record
Posted: December 17, 2014
Confusing, but fun, addicting, and challenging.
Unlike most others, i did not come because i play "Bindings of isaac" or whatever it is.

I came because i got a coupon.

7.8/10
Was this review helpful? Yes No Funny
7 of 11 people (64%) found this review helpful
1 person found this review funny
20.1 hrs on record
Posted: February 15
Great game, I feel the whole 'become a ghost when you die' thing really adds to the game, and I love the artstyle. But overall I feel the game can be a bit too grindy, but then again so was Rogue Legacy and I loved that. I think the game needs something a bit.. more, to seperate itself from similar games. So while I do recommended it (I certainly liked/enjoyed it enough to 100% it) it just seems to be missing something and I can't put my finger on it. 7.5/10
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
13.6 hrs on record
Posted: May 20
Most people seem to compare this game to Binding of Isaac, and that's a fair comparison. A Wizard's Lizard is a topdown twinstick Rogue-like shooter in which you explore the floors of the different dungeons, gradually earning new equipment, weapons and powers to help you along the way.

As far as a "clone" of Binding of Isaac goes, this one is actually pretty solid. It feels and plays the part, has great music, and is presented in a graphical aesthetic that feels all it's own.

One of the game's innovations is the hub village area you start in before you set out for your run attempt. At first, the village is barren and lacking in population. With each run you will occasionally find villagers who have been kidnapped by monsters. Rescue them and they return to the village, each villager rewarding you with a permanent 500 Gold boost for future runs. In each run you will also occasionally find purchasable Blueprints, which when bought will add one random item to the village store for purchase. Eventually, you will earn enough starting Gold to buy some starting equipment that fits your play style, or experiment and try different things. It's a really well thought out idea that encourages replaying and rewards players that stick with it long enough so that they can influence their run's start and not leave upgrades entirely up to luck.

What really helps distinguish this game from Binding of Isaac is the life/death mechanic. Traditionally, you'll be playing most of your runs alive, but if you lose all your health, you die, and come back as an afterlife spirit, giving you a second chance. The flipside to this is that there are far more enemies in each room in death, so you have to be even more careful when in this state. If you lose your health while a spirit, you die for good, and it's Game Over. Certain points in the game will allow you to bring yourself back to life, and there are some sections which require you to be either dead or alive to access or pass through, so it's a pretty nice idea to keep things interesting.

Newcomers to this who play Binding of Isaac frequently with the Xbox 360 controller, a small warning. This game has native controller support, but your shots will be aimed in any direction you point the control stick, not just N/S/E/W. If you're like me, you could be aiming in the slightly incorrect direction due to the placement of your thumb on the controller. With just four directions, there's plenty room for error in Binding of Isaac. Here, you have put in a bit more effort to make sure your shots are going in just the right direction. You'll eventually adapt, it just takes getting used to at first.

It's no Binding of Isaac, but if you're looking for a cute, gore-free alternative that's pretty enjoyable in it's own right, you could do worse than A Wizard's Lizard. Highly recommended when it's on sale.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
1 person found this review funny
11.0 hrs on record
Posted: April 5
It like Binding of Isaac but i think it better (graphically and gameplay)
A Zelda's shooting Roguelike.
You improve the starting with finding blueprint for more item in shop.
and more starting money with townfork (a little like Rogue legacy)
you got equipable head boot armor arm ring book totem and (soul skill)...

Seem to have 6 character. Raga the lizard is the starting
A museum lobby for item and monster info.

Just starting but i really impress by that game.
They some flaw but seem be fix in the beta.
Was this review helpful? Yes No Funny
4 of 6 people (67%) found this review helpful
0.6 hrs on record
Posted: March 21
Pretty fun game if you like Bindings of Isaac, Legend of Zelda and of course roguelike genre. It has random dungeons, loot, progressing village and fun secrets. Not a must have, but a good addition to your library.
Was this review helpful? Yes No Funny
5 of 8 people (63%) found this review helpful
0.6 hrs on record
Posted: March 20
This game is worth a play if you really like Binding of Isaac but wish it:

1. Had a feudalish fantasy world theme instead of a gross demon/angel/baby theme

2. the main character was a cutie lizard

3. it also had aspects of hub and grinding for advanced starts al-la Rogue legacy

4. That #3 was required to get anywhere sometimes because of RNG screws and enemies exponentially getting healthier while your pickups remain slim.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
1 person found this review funny
12.7 hrs on record
Posted: April 4
BE A WIZARD'S LIZZARD AND KILL UNDEAD FRANKS THAT ARE STEALING YOUR WIZZARD......GET HIM BACK HES A DAMESL INS DISTRELLSS
Was this review helpful? Yes No Funny
3 of 5 people (60%) found this review helpful
108.4 hrs on record
Posted: April 4
Can someone help me find the newest beta? thank you. PS I love this game because it drives me crazy (in a good way)
Was this review helpful? Yes No Funny
3 of 5 people (60%) found this review helpful
2.5 hrs on record
Posted: April 10
a pretty fun little casual game; basically a simpler version of Binding of Isaac
Was this review helpful? Yes No Funny
4 of 7 people (57%) found this review helpful
1 person found this review funny
1.5 hrs on record
Posted: April 24
Finally killed the shopkeeper with an OP bee weapon,
Gets killed by projectile of a torch

11/10 IGN would kill shopkeeper for bees again
Was this review helpful? Yes No Funny
8 of 15 people (53%) found this review helpful
0.8 hrs on record
Posted: March 28
I cannot really get into this. I am a huge Binding of Isaac fan, and this just hits a little too close to home. I say that because it feels like an inferior clone to the great BoI. There is love put into this game, and it is done fairly well - good controller support, and the graphic style is nice - but it just doesn't cut it. I find myself a bit bored by it.

I'd pass. I got this in a bundle (I had been eyeing it up for some time), but still wouldn't recommend it.
Was this review helpful? Yes No Funny
3 of 6 people (50%) found this review helpful
3.1 hrs on record
Posted: December 30, 2014
A Wizard's Lizard is a cute little roguelite very comparable to The Binding of Isaac. The two games share a handful of qualities, such as an insubstantial plot, permanent death, procedural generation of items and rooms, and meta-progression in the form of unlocking new items.

Unlike TBOI, AWL doesn't permit you to pick up a jillion items. Most items fall into a slot, such as head or feet, and you can only have one item in a slot. As such, there are likely fewer overpowered combinations of items. Actually, in general, the power of items in AWL is a bit more balanced than in TBOI.

Combat goes beyond just shooting - you can place totems, which stick around for a short while and usually provide some kind of AoE effect. You can also use a soul ability, which requires a resource that you don't regenerate and must find lying around the dungeons, unlike totems. These abilities are generally more powerful effects, like invincibility and time slowing.

As for your competition, the enemies you face tend to be very numerous as opposed to individually powerful. They aren't terribly tanky and most of them aren't particularly fast(or their shots aren't fast for those that throw things). Generally speaking, the enemies are not very imaginative, but at least most of them are not carbon copies.

AWL curbs the random factor when compared to other roguelites like TBOI and FTL. This, in my book, is a negative. In particular, it doesn't feel like there's much randomness in map generation. For instance, it appears there's always one and only one room full of owls on one of the Cemetery levels and there's always a place to revive in Cemetery 2. Many other room layouts seem to occur with the exact same frequency between runs.

The diversity of items is okay. There don't appear to be many items that will drastically change the game - something like flight or brimstone in TBOI. On the plus side, you can go to your inventory screen for a rough description of what each item does, and you'll eventually memorize them since there are prefixes that always mean the same thing(Dark Iron Helm, Dark Iron Boots, Dark Iron Gauntlets are all +10 health).

The game's music is not too bad, but it really just doesn't fit the game's environment. The art for the game is cute and simple for some sprites, but in some places it just feels lazy.

AWL's optimization is quite subpar. There is no reason for graphics this simple to be lagging an i5-3570k/GTX 660. There are only a few toggles for graphic settings(fullscreen, particles, lighting, screen shake) and switching them did not alleviate the occasional lag.

A few other miscellaneous thoughts:
- The hub area that you start in makes the game feel a lot like some Kongregate MMORPG.
- Levels feel bigger than they should be, given how little you usually find in them. In TBOI, I wouldn't hesitate to go back and forth between a blood donation machine and an arcade 15 rooms apart, because there's a chance it would be worth something and it doesn't take forever to traverse rooms. In AWL, a similar attempt to maximize profit would take eons, because the rooms are much bigger, they tend to have more obstacles, and it takes a lot longer to load into the next room, rendering the value of backtracking to explore that last path debatable at best.
- M and I open the map and inventory, respectively, but they won't close it. You have to press ESC. -1

In the end, I can't really recommend this, especially not over other roguelites, like TBOI, FTL or Dungeons of Dredmor. It is something different, and I enjoyed discovering new things for a little bit, but it wore off when I discovered how little power the RNG has in AWL. 5/10
Was this review helpful? Yes No Funny
3 of 6 people (50%) found this review helpful
11.3 hrs on record
Posted: February 18
10 hours. I think I have 17 losses, not a single win. Haven't unlocked a single other character. I'll put it bluntly. The game is too hard in all the wrong ways. Damage upgrades are rare, and health restoration is even more rare. You can die and keep playing as a ghost, but if you die as a ghost it's over. Irritating bit, some things are only accessible as a ghost. Also, there's only 1 revival circle per dungeon. Instead of making the game more difficult by adding in enemies with better attack patterns later on, they just pile on bullet sponges that do more and more damage to you. The amount of progress you make in advancing your town per run is extremely minimal, even when you do make it to the Crypt (the last dungeon) because any blueprints you buy have a huge random factor to them based on the fact you don't know what the blueprint is for and you might not have enough money to buy it anyways. You can only rescue 1 towns person per dungeon, adding a measly 500 gold to your starting gold that you can use to buy items in town. (A pretty basic item goes for around 1000-3000 gold, the better ones are more like 10k). The game is enchanting at first, but after 10 hours of making so little progress I'm completely uninterested in even trying to beat the game.

tl;dr: Go buy one of the Binding of Isaacs.
Was this review helpful? Yes No Funny
3 of 6 people (50%) found this review helpful
3.9 hrs on record
Posted: March 24
I got this game via a humble bundle and I'm sad to say that it just isn't that good. This game doesn't hold a flame to the experience that The Binding of Isaac Rebirth(TBoIR) offers. I'm a few hours into AWL and I feel like I've accomplished little and am only destined to grind repetitively (and boringly) towards no real goal. I've unlocked some items and blueprints, picked up various armor and weapons, even freed 4 or 5 villagers, but I've yet to unlock any new characters or come anywhere near completing a single run. Opportunities to succeed seem far too scarce while the cards are stacked against you until you are able to obtain a much more powerful build or character.

In TBoIR you can at least say that within an hour or two's practice you can unlock more content, have a more varying experience, and certainly accomplish something more. The biggest difference between this game and the Binding of Isaac Rebirth is that you can play run after run in Isaac and you don't feel like you're needlessly grinding. I've put over 200 hours into TBoIR and have yet to be bored during a run because there is enough variety and change with the levels, enemies, room layouts, characters, and vast array of items to make each run fun. After only an hour or so in AWL, I already felt like I was pointlessly grinding in this game and making little progress. At this point I have no interest in continuing this game.

Positives
- Interesting cartoony graphical design
- good roguelike concept
- varying level layouts
- variety of weapons, armor, and "builds"
- Great to see a description of what items do in the pause menu (no checking the wiki like Isaac)

Negatives
- controls feel more clunky than those of TBoIR. It just isn't as tight
- Everything from killing enemies to finding items feels very monotonous and you're very aware of grinding
- Too few health drops to recover damage
- Prices for shop items are very high even when you take the time to loot every room in its entirety and deplete every zombie grave entirely
- You never really feel powerful (not necessarily OP) like in TBoIR
- If you accidentally hit the shopkeeper while in his store, he will immediately attack you until you are dead or you kill him. (You do get to take every item in the store without paying for them, but with the clunky controls, I've accidentally attacked the shopkeep several times which has ruined my runs)
- If you manage to kill the shopkeep, he will continue to attack you in every store you enter for the rest of your run.
- For whatever reason, this game is very clunky about room transitions and my character turns around and enters the room I just left quite often
Was this review helpful? Yes No Funny
4 of 8 people (50%) found this review helpful
17.0 hrs on record
Posted: January 30
This game is, for all intents and purposes, a completely inferior Binding of Isaac. You've got the same basic rougelike setup, and the game seems promising at first, but eventually it becomes obvious how many crippling design flaws the game has. If you haven't played Isaac play that instead, and if you have I'll describe this game in terms of Isaac except with:
-Needlessly large rooms, so that you can't see everything at once.
-Uninteresting item progression. Instead of stacking buffs, you find new weapons and standard RPG equipment that you have to swap out. This could work, except because of how the macrogame works after a couple of games you'll start off with more or less everything you need for the playthrough and be locked into one specialization, and since the equipment doesn't have tiers 90% of what you find will be useless.
-Weaker gameplay. Isaac gave you all sorts of chances to kite and poke your enemies, but you were usually still at some risk while you do it. In this game, most enemies have no way to retaliate to ranged kiting, and one of the gameplans (specializing into totems) lets you create a proxy that kills everything while you hide in the corner. Worst of all, this seems to be the best strategy, and it's pretty bad to go into a Rougelike thinking "well if I'm lucky I'll find the beehive totem and spend the next 30 minutes hiding while my swarm of +8 bees clears the rooms for me".
-No sustain. This seems to be the core problem with the combat, since because the game refuses to give you any significant amount of healing items, if your gameplan has any chance of taking damage you're eventually going to die (hence sitting in the corner while your proxy totem kills everything). Food is rare (you might get one piece as a drop per game and it heals you for about one hit worth of hp and it takes a whole floor worth of gold to buy the same amount from the shop) and even the health potion you get after bossfights is pretty underwhelming. I can sort of see why someone thought this was a good idea; it shows off the game's afterlife gimmick (which I liked until I realized it was the reason there's no way to sustain yourself), but at the cost of any combat strategy other than "take no damage ever".
-Fewer rewards. You don't get free items at all unless you find them randomly (which are still more common than the food, but an Item Room would be a lot more satisfying), and there's only a boss every 3 floors. That means you're essentially limited to what you find, what you buy from the store, and what you start the game with, and since you can start with a full matched set of equippment you'll probably just buy/find a weapon or two and have your optimal build with no effort.
-Set Bonus in a Rougelike. Since you're filling equippment slots you're going to end up shoehorned into one playstyle because if you try to complete a set instead of just starting the game with it, odds are you'll never find all the different parts. Most agregious is the Trickster equippment, which increases the damage done by Trickster weapons; you can't start the game with any of this (unless it unlocks later) which means that if you pick up a Trickster item, you have to hope you somehow find enough of the others to make it worthwhile. I think there are 5 items and a weapon, and I see maybe two per playthrough.
-Same Bosses every game. You only meet them every 3 floors, but it's always the same fights. The bosses aren't especially bad, although they all have cheesy moves that you're not going to be able to dodge if they decide to use them, and as I said this is a game where you aren't allowed to take damage.

That more or less sums it up, and even though there are things I like about this game, the list above was more than enough to make me give up on it. For something that follows the same formula as Isaac, I question whether the developer has actually played Isaac because this game has so many issues that Isaac dealt with much better. A different genre of game could get away with this, but top-down shooters are really only about one thing: how well designed the gameplay is, and the gameplay here needs a lot of love.

Was this review helpful? Yes No Funny