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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.
Release Date: Jun 16, 2014
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$14.99

Recent updates View all (4)

AWL 2.0.14 and 2.1.0 BETA

September 4

First up, AWL 2.0.14 is now available! Here are the patch notes for this version:

  • Reset player cooldowns on room exit
  • Skyrocket explosions now hurt undead monsters
  • Totems no longer target cross-realm monsters
  • Fix Game Over gold display
  • General room layout fixes
  • General memory/performance improvements
  • General monster behavior improvements
  • Key binding configs for [ and ] to switch menus
  • Add keyboard support for inventory and map shortcuts
  • Place slimeKey in a goldChest
  • Improve Sapper behavior
  • Don't let boomerangs collect food
  • Tweak Life Knife
  • Updated design for pentacle icon in mini-map
  • Remove empty room from Cemetery
  • Less harsh puzzle rooms in Crypt

Also, we've pushed a new version to the beta channel which includes a bunch of new content and fixes. Check it out and let us know what you think of the changes.

3 comments Read more

Celebrate independence with the new Skyrocket weapon

July 4

Whether you celebrate July 4th or not, independence is a grand thing. We here at Lost Decade Games care deeply about independence, and indie games are a fun way to express that.

To celebrate properly, we've added a new Skyrocket weapon to A Wizard's Lizard (available in update 2.0.13). It's available for purchase in town. If you can't afford it yet, you might need to explore the dungeons to see if any grateful hostages might contribute to your cause…

Happy 4th, happy gaming, and thanks for all your incredible support!

8 comments Read more

About the 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.

PC System Requirements

    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

Mac System Requirements

    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

Linux System Requirements

    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
103 of 116 people (89%) found this review helpful
16.9 hrs on record
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.
Posted: June 17
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92 of 117 people (79%) found this review helpful
11.3 hrs on record
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.
Posted: June 15
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62 of 89 people (70%) found this review helpful
14.7 hrs on record
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.
Posted: June 14
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32 of 40 people (80%) found this review helpful
65.0 hrs on record
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.
Posted: June 17
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16 of 20 people (80%) found this review helpful
1.2 hrs on record
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.
Posted: June 29
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