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:
Recent:
Very Positive (12 reviews) - 83% of the 12 user reviews in the last 30 days are positive.
Overall:
Mixed (368 reviews) - 68% of the 368 user reviews for this game are positive.
Release Date: Jun 16, 2014

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Recent updates View all (24)

April 6

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 comments Read more

March 29

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 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
    • Storage: 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
    • Storage: 150 MB available space
    Minimum:
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Hardware accelerated graphics with dedicated memory
    • Storage: 150 MB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (12 reviews)
Overall:
Mixed (368 reviews)
Recently Posted
JohnR
( 37.4 hrs on record )
Posted: June 25
Great game.
Helpful? Yes No Funny
UnBrakeableMouse
( 3.5 hrs on record )
Posted: June 24
it's cool try it
Helpful? Yes No Funny
ThePCGamer101
( 4.3 hrs on record )
Posted: June 23
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 :)
Helpful? Yes No Funny
★Tokidoki★
( 1.6 hrs on record )
Posted: June 17
It's got wizards and lizards. +1
Helpful? Yes No Funny
se05239
( 2.4 hrs on record )
Posted: June 17
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.
Helpful? Yes No Funny
cg_destro
( 17.7 hrs on record )
Posted: June 10
cool little game, somewhat simmilar to binding of isaac, fun to play for couple of hours
Helpful? Yes No Funny
Land Walrus
( 3.0 hrs on record )
Posted: June 6
*insue splatoon*
UR A WIZARD
NOW UR A LIZARD
UR NOT A KID
OR A SQUID
LIZARD
WIZARD
yaaaayyy i did it
Helpful? Yes No Funny
DYT
( 10.3 hrs on record )
Posted: June 3
OSfrog pliz
Helpful? Yes No Funny
Solotalento
( 8.1 hrs on record )
Posted: May 30
Its an ok game, but sadly its missing interesting synergies by combining items, which drastically reduces the replayability.
Helpful? Yes No Funny
Danger! Flying Objects
( 17.1 hrs on record )
Posted: May 28
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.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
Recommended
17.1 hrs on record
Posted: May 28
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.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
148 of 179 people (83%) found this review helpful
6 people found this review funny
Not Recommended
32.6 hrs on record
Posted: October 20, 2014
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.
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123 of 145 people (85%) found this review helpful
Recommended
17.8 hrs on record
Posted: June 17, 2014
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.
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105 of 133 people (79%) found this review helpful
1 person found this review funny
Recommended
12.2 hrs on record
Posted: June 15, 2014
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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86 of 108 people (80%) found this review helpful
1 person found this review funny
Not Recommended
1.2 hrs on record
Posted: June 29, 2014
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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53 of 69 people (77%) found this review helpful
2 people found this review funny
Recommended
58.9 hrs on record
Posted: November 27, 2014
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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59 of 79 people (75%) found this review helpful
1 person found this review funny
Not Recommended
57.4 hrs on record
Posted: May 14, 2015
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.
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39 of 50 people (78%) found this review helpful
Recommended
90.8 hrs on record
Posted: June 17, 2014
BIAS: I did a spot of Beta testing on it but forced myself to stick with bugs, no feature requests (usually). I'm attempting to review the game as someone without this experience obviously, apologies in advance for where the lines blur.

DESCRIPTION
Wizard's Lizard is a procedurally generated 3/4 view Gauntlet-like/Zelda-like. You play a Lizard called Raga but there are unlockable characters. The story is bare bones, someone's gone, go get them and there's stuff getting in your way along the way.

You earn gold as you go which allows you to buy equipment at the shops, Armour, Buff Items, Weapons and the relatively new Totems (area of effect device with cooldown). There's also a big shop at the start in the town area that you help stock with items by finding blueprints for them the dungeons.

Your starting gold and starting shop inventory is state, it's saved whenever you quit the game. So as play goes on you get richer and your starting shop is more bountiful. In time using the better equipment will obviously allow you to take a pop at some of the harder looking achievements, speedrunning etc.

In terms of gameplay you run around a series of procedurally generated rooms that lock when you enter like Zelda, when everything hostile is dead you can leave again. Every weapon in your inventory is thrown at the enemy like in Gauntlet. Almost every enemy is shooting at you as well, it's pretty slow-paced so I'd say don't expect bullet-hell. The room design was constantly (and presumably still is) tweaked so the challenge instead coalesces more from claustrophobic room setups and a blocked off paths here and there rather than constant twitch-style play. Watch out for traps though.

Where the game takes its own route is the death mechanic, when you die everything goes bright as you enter a kind of purgatory where the souls of most of the monsters you've killed, even in preceding rooms are now after you. The game's parlance is to call it "The Realm of the Dead" (or RoTD). The living monsters that you left behind in the Realm of the Living (let's call it RoTL) however can also still hit you so you're basically increasing your monster count if you're unfortunate enough to die, you've received a second chance but it's slightly harder so it's more of a wake up call if anything. Once you die here you really die this time and it's game over.

As you might think there are elements of the game that actually require you to be in the RoTD like to pick up a key for a chest or something similar. You can bring yourself back to life by standing on a single-use pentagram, but it really is only single-use and there's not many of them, they cover entire monsterless rooms so you'll spot them when you see it.

PROS:
Out of every procedurally-generated game I've played, this one has the least amount of rooms designed and it shows in the quality of the rooms. There's more than the average brain could handle and that's enough, a lot of other developers could take note from this, less is more.

Fast startup, after some one-time story dialogue every playthrough is instant.

Secrets, quite a bit to discover, not just in terms of unlockables but also in aspects of the mechanics.

The art, very well polished. What you see in the trailer and screenshots is constant throughout no lapse in quality that I can see.

The boss design, can't go further without spoilers.

Enemy movement, with each new monster comes a new movement pattern. Variety (and dodging) abounds when two opposing enemy styles meld in the one room as you're backing into a corner.

CONS:
Something has to suffer particularly in a small indie team and undoubtedly in this game it's the sound. The sound effects are pretty low quality and quite a lot of the music is too short and you can hear the point when it loops. Not disastrous though, I've certainly not had to take to turning the sound off or anything. Hopefully the quality will increase with further development.

Sometimes they tell you, sometimes they don't. There are elements of the game that need explaining just like in Binding of Isaac, except where Binding of Isaac clearly drew a line between when it was a real secret and when it wasn't, in this game it really comes across like sometimes they had the time and sometimes they didn't. Again something I'm sure can change over time.

Lag. It's made in HTML5 and JavaScript using 2D Canvas, squeezing the kind of performance they already get is very impressive but it beggars the obvious question, why choose these development tools? Rendering with another engine like Pixi or going straight to WebGL would likely melt these problems away in an instant, might not be plausible on existing code base but hopefully 2D Canvas is not the way of Lost Decade's future projects. (BIAS: There is a short term lag issue with mouse right now as well that shouldn't be around for too long, they should be able to squash that one quite quick)

SUMMARY/CONCLUSION/QUESTIONS THAT I MADE UP:
Worth £10.99?
A lot more, doubtlessly. I paid closer to £25 for early access if I remember right. Worth every penny.

Blah blah blah blah Binding of Isaac?
Binding of Isaac was made by someone widely considered to be one of the best indie game developers currently working , with a number of finished titles already under his belt. He pulled inspiration from as far back as Nethack and peppered the story with elements of his own childhood and worked with a legendary game musician so he could tell a story. If you like me came to Wizard's Lizard because you enjoyed Binding of Isaac then you've found an excellent game but not another Binding of Isaac. Their intentions differ from each other and it shows, yes even in the gameplay. (BIAS: I can actually confirm that regardless of superficial similarities the developers have mentioned several times that this game was not inspired by Binding of Isaac, directly or indirectly. I think it was specifically Zelda 3 they drew from but can't remember)

What would I like to see in the game?
The game is complete as is I feel but I think the Realm of the Dead is far too decoupled from the rest of the game, there are a few opportunities to willingly kill yourself and reap any kind of benefit and they add up to less than a handful of scripted events from the devs, I feel this could do with the most fleshing out. Secondly, achievements, achievements, achievements, there's far too few, this game could do with so much more. I'm assuming they still want to change the game about a bit and they don't want to create an achievement that then becomes obsolete after an update but I hope more achievements follow soon.

I thoroughly enjoy the game and speedrunning it later in the year will be a lot of fun. The kills really mount up and before you know it you begin to feel a pang of remorse for wiping out 864 owls or imagining the families of the scores of slain Goblins, good Goblins who died in the Amberfall Death Wars to your psychopathic Lizard, their widows traipsing through the desolate Cemetery with their late husbands dual daggers wrapped in cloth saying "...this is all that's left of him. Haven't you done enough!! Can't we challenge death as you have!!", but you don't hear them, you're knee deep in the remains of some minotaur smashing down lanterns for spare gold. He also recovers health by eating cupcakes! So kids will enjoy it too it's got that dual fun element to it.

There's not much else to explain, go watch a couple of let's play videos and you'll get if it's for you or not. It wears a lot of what makes it so fun on it's sleeve. WYSIWYG. A resounding thumbs up from me.
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65 of 95 people (68%) found this review helpful
Recommended
14.7 hrs on record
Posted: June 14, 2014
A Wizard's Lizard (AWL) is a unique roguelike which not only shines because of its graphics, but also by its innovation and gameplay.

Unlike typical roguelikes (RLs) AWL features progression, meaning that you can free townsfolk each of whom grants you money for your next runs. During your runs you can aquire blueprints which allow you to purchase gear before your next attempt.
This system makes dieing less punishing and significantly lowers the frustration level which is typical for this genre.
Unlike other RLs AWL grants you a 2nd chance when you die. You can walk around as a ghost, but will face more enemies. If you manage to reach a pentagramm you can also revive yourself!
Tip: There are puzzles and secrets which require you to be a ghost!

This being said, AWL is a very "skill" dependent game. Snowballing into victory by overpowered items won't happen.

AWL also features an interesting totem system. Totems are stationary buffs, debuffs or "turrets" that can be found during or, with according blueprints, purchased before the run.
Giving a player "abilities" is nothing new, but it's relatively new for roguelikes. It's also worth mentioning since it was introduced as direct result of community feedback.
Having followed and played the game for 5 month before the initial release, I am happy to see that the Devs not only do their best to fix the usual problems, but also value gameplay suggestions.


I deeply recommand this game, for roguelike-veterans as well as players who are new to the genre.
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52 of 77 people (68%) found this review helpful
4 people found this review funny
Not Recommended
8.3 hrs on record
Posted: January 9, 2015
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.
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