
You are the descendant of the long forgotten Blue Wizards, who sealed an evil presence many years ago. Now a new threat has emerged and plans to release this presence into the world again!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
From time to time, a game comes along that separates itself from the crowd because of its overall excellence. Destiny of a Wizard is one of those games. This one is a gem for several reasons, --there is a really good story here that grabs you from the opening startling event and holds your interest in an addictive way ---- and a great story is almost always what makes you want to play on and on. - there is a nice level of challenge that is neither too difficult or too easy ---- just enough to keep you thinking and planning ahead. So, while a bit of grinding is required, it does not get in the way of moving the story forward. - characters are interesting due in large part to the nice voice acting throughout the game. How often do you get that in these games? - the game play is of the highest standard ---- smooth, no flickering, black screen changes, or lag time at all, and the controls are flawless. - the battle scenes are very easy to use and understanding how to navigate them is clear. - lots of secrets to discover and tricks to use. It seems there are more and more of these old school RPGMaker games being offered here at Steam and other sites, and I admit I am a fan of many of them ---- but I have to say that Destiny of a Wizard has raised the bar.significantly. It is backed by an extremely helpful developer who has obviously made this game with the greatest of care and attention to detail. Anyone who is a fan of this type of game should add this one to their collection, or if you are just wanting a game that is fun and absorbing, you should try this one. (at least give the demo a go) Great game with my highest recommendation! -
RPG Maker strikes again! "Destiny of a Wizard" is one of hundreds of low effort retro-pixel RPG Maker asset/construction kit flips spamming the Steam catalog, made with the RPG Maker video game construction kit... in their own words, "Our easy to use tools are simple enough for a child." Like all RPG Maker "games", this is essentially a bunch of low quality/canned assets from RPG Maker coupled with a cringeworthy high school anime club fan fiction. This is a painfully generic one with an incredibly uninspired plot about your village being destroyed by the evil darken guys or whatever, so you have to go on an adventure to stop the BBEG. I've seen better plot discovery from 5 year olds. The writing is equally terrible, I mean, look at this: "Knowing this knowledge"... like wtf. You might say "With this knowledge" or "Knowing this information", but "Knowing this knowledge?". I think there should be a law that states anyone who buys RPG Maker should have to pass basic literacy tests, but then Kadokawa would never sell a single copy of their crapware construction kit. As with all RPG Maker games, the poor quality engine displays badly in fullscreen and doesn't have full HD support or any graphics tweaking options, making this unacceptable for any dedicated modern PC gamer. The point can be made that the intention of RPG Maker is to make demos and small games to pass around friends, and shouldn't be used for "professional" game development. Like most RPG Maker shovelware and asset flips, the game features extremely low quality copy + pasted 2D retro pixel art, looks awful, and has even worse gameplay. RPG Maker is an absolutely terrible construction kit, and never results in games of any reasonable quality or value to gamers. Gamers who want a good retro JRPG experience would be better off playing the originals, like Final Fantasy, Star Ocean or Chrono Trigger. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 3 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from (over 9,000 completely free titles), the overwhelming lack of interest in this low quality game is to be expected. "Destiny of a Wizard" has the farcical price of around $9 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam.
This was the developer's first game, and it shows. The maps are really simple. The dungeons, vaguely reminiscent of Phantasy Star II in their monotony, are composed mostly of arbitrary pathways with repeating assets. Thematically speaking, a few dungeons took influence from the first Final Fantasy to the point of predictability. I found mermaids at the top of some underwater ruins while the boss was at the bottom. The world map was largely similar, although I really liked the idea behind the interconnected islands in the third portion of the game. They reminded me a lot of the Dezoris caves in the first Phantasy Star. The fourth area has almost nothing for the player to explore and I found this underwhelming, especially compared to the extras in the first part of the game. An optional dungeon early in the game is thematically disjointed, as the player is in a desert area and ends up surrounded by trees in an underground thief hideout. Destiny Of A Wizard advocates exploration and hidden items, but the end result is minimal. Money is eventually a formality, and found in chests late in the game with no reason to spend any of it. A dungeon early in the game horrendously overused random pitfalls, forcing the player to run through a dungeon many times. This idea returns in several dungeons, albeit with less aggravation behind it. Late in the game there is a tower with two pathways the player explores, with a switch at the top of either side. As someone who enjoys the many ideas one can use with tower dungeons, I found this part to be much more interesting than most other dungeons. I was reminded of Pazuzu's Tower in Final Fantasy Mystic Quest, but presented with a dungeon that was surprisingly less monotonous to explore. The opening scene of Destiny Of A Wizard is lifted directly out of Dragon Quest IV. The game's progression, ending and main plot points, are lifted directly from Final Fantasy Mystic Quest. Dialogue is riddled with awkward grammar, spelling errors, and dialogue cut off by a known (and easily remedied) issue with RPG Maker text boxes. Status effects are used poorly, especially in the case of paralysis. Being hit with several effects at once. and being subsequently beaten to death with no ability to alter the situation, is poor design. Throughout the whole game the accessory slot in the equipment menu is not used. There is no way to protect yourself from any status effect and there are no accessories to strategize with. Most enemies in the game are simply stronger versions of everything the player encounters in the first hour, with few deviations. Everything is overused. For a game about magic and wizards, there is little incentive to use your magic until late in the game. By the time your first spells are available your regular attack does the same, if not more damage. The game quickly becomes nothing more than obsessively pressing the attack button and occasionally healing. There is no change until some buff and debuff abilities are introduced late into the game, several of which are necessary to beat unbalanced bosses who heal absurd amounts of HP every turn. The beginning of the game is mostly powering up to meet a staggering challenge, eventually tapering off to become negligible. For whatever reason the player misses a lot early in the game. I suspect there are some accuracy problems with early game weapons, as the player's statistics do not appear to have any effect on accuracy. Most equipment throughout the game lowers the player's Agility, leaving most battles with the player being hit 1-3 times by every monster before taking one action. The player naturally wants better defense, but the inability to do anything in combat stultifies the upgrade. In the very beginning of the game it is possible for the player to buy one piece of equipment, leave their first battle in a crippled state, and be incapable of paying to rest at the inn. Being forced to start over, especially with the limited save points available, is not an inspiring experience. Despite all this, a wholesome sense of humour permeates the game and I would have liked to see more of that. Many references to popular games, characters, movies, and other things are scattered throughout NPC interactions and the plot progression. This game has all the right pieces required to be a great entry-level RPG. I would encourage the creator to edit the project to be more user-friendly, and clean up the presentation of their ideas. The RPG genre needs games like this, not only to be welcoming to people unfamiliar or uncomfortable with the genre, but also to mitigate the negative reputation RPG Maker has as a whole. By creating a more refined experience, the path is laid for greater success and reception of the other two games the creator has made.
This game is this developer's first game, and as such should be approached as a way to look into his improvements and compare. First off, there are a lot of issues with the game such as pacing, balance, effects, and overall strategy. The biggest positive is the writing though, and you can see a story formed in the middle that's got heart. You play as a character you name who is one of the last wizards left. You have to go around and gather the 4 crystals magic and defeat a great evil upon the land. There's pop culture references galore and a clear gamer at the helm of this game. Don't expect the engine to pull punches. You'll have to grind a bit because of balance issues, but again the base of a good game is there. This is one of the few RPGs in this style with voice acting!
Hooray! I just finished Destiny of a Wizard, and what a treat it was. Destiny of a Wizard is a wonderful callback to classic jrpgs, with a bit of humor from the developer in there too. The story goes like this - You are a young wizard, whose village has been destroyed by bad guys, and guess what, you need to start an epic adventure in order to stop their nefarious deeds! You'll travel through caves, deserts, and even volcanoes! This is an RPG maker game, and the developer put a lot of humor, callbacks to classic RPGs, and easter eggs everywhere. The music was quite nice, and the battle music never got on my nerves, which is very important if you need to grind out a few levels. There's even some pretty amazing voice acting in this one too! The sprites are colorful and detailed, making it easy to distinguish between them. This is the first of (currently) 3 games in the Destiny of a Wizard series. I can't wait to try out the others. Destiny of Wizard is just oozing with personality, which makes it a lot of fun. If you enjoy old style jprgs, I have no doubt that you'll enjoy Destiny of a Wizard. Give it a try!
This is a classic 2D RPGMaker game, and definitely a hidden gem. I spent about 16 hours my first time through. Depending on your tastes, here are the pro/cons you can find in this game: -Awesome story line -Great humor -Some well-down voice overs -Some grinding is recommended -Can play as a male or female and name your character -Very linear -Hidden enemies -Lots (A LOT) of cookies. Yummy! -And pitfalls. Lots of pitfalls in various dungeons. Some even follow you... -There are some bonus content that isn't relevant to the story line overall but is more challenger. You can unlock some more friends to fight with you, scale a 50-story tower, and a pretty tough boss. -You can purchase a walkthrough at https://www.ultimacjproductions.com/fullversion I highly recommend playing Destiny of a Wizard 2. It is 100% better than this one. More challenging, more game options, and much longer of a game.
I think the way I put it while live just off the cuff is more real than anything I would've typed up. https://www.twitch.tv/videos/2596480933
😍 *[i]Squeals![/i]* Cookies!!! 🍪🍪🍪🍪 Who needs to rest at Leah's Inn when you've got these miraculous lifesaving biscuits? *[i]Abuses AYCE Cookie Coupon[/i]*
Love RPG old school. This is a wonderful game.
Destiny of a Wizard is a deliberately old-school role-playing game developed and published by UltimaCJ Productions that wears its retro inspirations openly while carving out a personality of its own. Built in the tradition of classic 16-bit and early PlayStation JRPGs, the game focuses on straightforward storytelling, traditional turn-based combat, and a world steeped in familiar fantasy tropes. Rather than chasing modern spectacle or mechanical complexity, it aims to capture the feeling of sitting down with a modest but heartfelt RPG where narrative momentum and charm matter more than polish. The story introduces players to the Vale Islands, a land shaped by ancient magic and long-forgotten sacrifices. Generations ago, the powerful Blue Wizards sealed away a malevolent force known as Darklin during a cataclysm remembered as the Darkest Hour. Though the immediate threat was ended, the cost was high, and the legacy of that battle lingers in myth, prophecy, and the fragile peace that followed. You step into the role of one of the last heirs to this magical lineage, tasked with preventing Darklin’s return by seeking out elemental crystals and confronting the remnants of an evil that refuses to fade quietly into legend. The narrative is linear but earnest, delivering a classic hero’s journey that prioritizes clarity and momentum over elaborate twists. Gameplay adheres closely to traditional turn-based RPG design. Battles unfold through familiar menu-driven commands where timing, resource management, and spell usage determine success. Enemies are varied enough to keep encounters interesting, and the steady introduction of new monsters and abilities helps prevent early repetition. The combat system doesn’t attempt to reinvent the genre, but it remains functional and readable, making it approachable for players who grew up with classic JRPGs or those new to the style who want something easy to grasp. While veterans may find the mechanics conservative, the simplicity keeps the focus on progression and narrative rather than micromanagement. Exploration is similarly rooted in classic design principles. Towns, dungeons, and overworld areas are laid out in a way that encourages steady forward movement without overwhelming the player with excessive side content. The chapter-based structure gives the adventure a clear sense of direction, with each segment introducing new locations, challenges, and story developments. This pacing works well for an indie RPG of its scope, ensuring that the experience feels complete without overstaying its welcome. A hidden chapter and optional content reward players who dig a little deeper, adding extra incentive for thorough exploration. One of the game’s defining traits is its tone. While the overarching story deals with dark magic and looming catastrophe, the writing frequently lightens the mood with humor, playful dialogue, and moments of self-awareness. These comedic touches help humanize the cast and prevent the narrative from becoming overly solemn. The humor can be quirky and occasionally fourth-wall-adjacent, which may not appeal to every player, but it gives the game a distinct voice and keeps the journey feeling personable rather than purely dramatic. Visually, the game embraces a retro aesthetic consistent with its design goals. Sprite-based characters, tile-based environments, and simple animations evoke nostalgia for classic RPG Maker-era titles. While the presentation lacks the refinement of higher-budget productions, it remains cohesive and readable, prioritizing function over flash. The inclusion of voice clips for certain characters adds personality and helps key moments stand out, even if the voice work is limited by the game’s indie scale. Audio design supports the experience with a soundtrack that fits the fantasy setting without overpowering it. Music cues underscore exploration, combat, and story beats effectively, reinforcing the emotional tone of each chapter. Sound effects are straightforward but serviceable, contributing to a sense of feedback during battles and interactions without drawing attention away from gameplay. Community reception reflects the game’s niche appeal. Players who enjoy traditional turn-based RPGs and appreciate smaller, passion-driven projects tend to respond positively, praising the game’s nostalgic feel and sincere storytelling. Criticism often centers on its modest production values, occasional balance issues, or lack of mechanical depth compared to larger RPGs. These limitations are real, but they are also consistent with the game’s scope and intent, and they rarely overshadow the strengths for players aligned with its design philosophy. Taken as a whole, Destiny of a Wizard is a heartfelt tribute to classic fantasy RPGs that succeeds through sincerity rather than ambition. It offers a focused journey filled with familiar ideas, gentle humor, and traditional combat that will resonate most strongly with fans of retro role-playing games. While it may not push the genre forward, it delivers a complete and enjoyable adventure that feels crafted by someone who genuinely loves the RPGs that inspired it, making it a worthwhile experience for players seeking a straightforward, nostalgic quest. Rating: 5/10
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