
Evil Wizard is a humor-filled action RPG that puts you in the shoes of a former Final Boss. Rise from defeat, rediscover long lost powers, and fight to reclaim your castle from an army of so-called heroes.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
At some point, developers need to learn that their default control schemes aren't good, and most certainly not to everyone's liking. It takes a whole 5 minutes to code an option for the player to change them however they see fit, yet for whatever reason, especially indie devs seem to think they can get away with not doing that little, but vitally important work, as it defines how you physically interact with the game. Until this game allows me to rebind the input keys, this review will stay negative. They already show you the key, per function, on a drawn keyboard, so you can visually see its exact placement under the "Control Scheme" tab, what stopped you from simply adding a rebind option?
This game is quite literally one of the best games I have played in a very long time. It is challenging, fun, funny, but also difficult. The number of easter eggs and references is perfect. Great job Rubber Duck Games.
(before changing to a negative review) It's a quirky game with a lot of references in the gaming industry, bosses are damage sponges if you don't use an element they're weak to. I LOVE using fire and lightning in games and sadly, I have to play switch-a-roo all the time. I'm not a fan of switching spells all the time. There's one thing that struck me the most. The devs are either knowledgable or were spot on by chance, because at some pedestals, you need to activate them with an element. If you don't have it euipped, the Evil Wizard will say "I'm not a magician!", which is the long word for a "mage", "Mages" don't require a catalyst, and so they can cast whatever they want, while "Wizards" needs a catalyst and usually focuses on an element or two... In other words: "mages are versatile and weaker than Wizards, BUT Wizards are stronger in their alignment(s)"------ An other way to separate them by roles, Mage is "tactician", while Wizard is "offensive/defensive/support", but often only 1 of these 3. (A lot of people don't know the differences between "magic oriented roles", such as Nightblade/Battlemage/Spellblade/Mage/Sorcerer/Wizard/Warlock/Paladin/Clerk/Priest/Chaman to name some. Different words exists for different purposes, ya know?) "tactician" = average in offensive/defensive/support with a knack to find flaws in opposing strategies to counter with a plan Sadly... I don't think it's worth the full price, it would be in the perfect price range if it was USD$10 (estimation from cost in ¥). (after changing to negative review) edit: Titzio (phase 2-3) needs a nerf, the purple slimes are too erratic in their movements. either make them slower or stop between movements, they have no opening for attacks and has no tell to know when they'll switch direction, which increases the 2nd and 3rd phases' difficulty by a LOT if the boss spams em' (after the 2nd attempt out of about 10, the only thing that damaged me was this unfair enemy) easy fix: use fire and ice for combat, fire for ranged attack and ice for quick aoe around you. lightning spell needs more range, should be at least 30% larger radius for it's long cooldown + long cast or compensate the small range with something else more fun like Agahnim's ball and lightning attack (from Legend of Zelda: A Link to the Past) fire + earth combo needs a buff to compensate the long cooldown + animation by allowing further direction imput for cast direction after initial cast, or else it's either you get hit or you miss the target, it's a very high risk high reward, there's barely any moment where using it make sense over fire spell. after about 5-6h in, the combat and exploration just felt more and more annoying as enemies becomes damage sponges and now hit for 1-2hp instead of 1, often, gameplay becomes cheap (larger hitboxes than they appear, environmental challenges such as corridors and L shaped environments, enemy spam, melee enemies are just super fast then immobile with barely any starting animation). Using the enemies/bosses weakness often puts you at a high risk high reward scenarios later in the game. The gameplay is just NOT FUN after you got all elements +1 or 2 upgraded elements, upgrades costs too much for how low enemies drops (IF I WANT TO FARM MOBS, I'LL PLAY AN MMO/MMORPG, not this) the only reliable heal is to get killed. AFTER 2H, it's only going downhill in term of gameplay
Fun action game with great gameplay, plenty of jokes and beautiful art. The story follows a small wizard who was kicked out of his castle by the valiant heroes. He swears revenge and orders you to move him. Yes, you, the player, because the wizard is well aware that he is playing a video game and is continually breaking the fourth wall. As you can expect, there are one-liners and references to modern things everywhere in the game. This is most noticeable in collectable ducks that depict characters from popular videogames, movies, and other kinds of entertainment. There’s also a lot of banter with enemies before each fight. It's a shame the voiceover isn't present throughout the entire game. Only the most crucial parts are voiced; the rest are just grunts and laughter that don't fit the text in speech bubbles. Pixel art and animation is top-notch. Parts of the world are filled with small, one-of-a-kind details that rarely repeat. It almost feels like an adventure game where you see various objects strewn along the walls. The downside is that various parts of the castle aren’t very big. It’s also quite hard to spot hidden paths with all those details. The gameplay is straightforward. You have a small sword to attack with and a dodge to get out of the way. You may replenish health by executing weakened enemies, which is a clever mechanic. However, doing so is risky because it takes a few seconds during which you are vulnerable. Since an enemy must be almost completely drained of health for this to happen, it is quite easy to deliver the killing blow during battle. You also have a limited amount of time before an enemy recovers. On the other hand, if you want to gain the game’s currency, you must perform executions. Some can be found in chests, but not enough. Currency is used to unlock fast-travel points and upgrade your gear. Sword upgrades, disappointingly, only unlock special attacks and do not increase damage. But because you're a wizard, spells deal far more damage than sword attacks. A spell can be performed without restriction because you are not bound by mana or any other mechanic. The only catch is that it needs a few seconds to recharge. There are five spells available, but you can only hold one – unless you upgrade your wand. Since they’re based on elements, you need to pull them from the environment, like fire from braziers, ice from snow, and so on. If you defeat one of the five elemental masters, a spell will be upgraded and acquire an additional bonus. Upgraded spells can also be combined. Each combination of two elements creates a one-of-a-kind super magic, but it takes longer to cast. I'm not sure if it's a bug or some kind of limit, but I couldn't cast a super spell after a while. Elements form a circle, which means that a single element is weak against one, strong against the second, and normal with the other two. Managing different spells isn't that crucial because you'll always deliver damage; the wrong one will just take a lot longer. Spells are also used to uncover hidden passageways and create a path forward. Locations have a nearby source, so you won't have to travel far if you come across a problem with the wrong spell equipped. When approached the right way, enemies are fair. They cannot be staggered and their attacks cannot be cancelled, so you must be cautious when hammering the attack button, as they may attack during a combo. Furthermore, when there are elements involved, they can take you out quite quickly. Ice, for example, will slow you down and turn you into a sitting duck. Death, thankfully, is not an issue. You simply resurrect at the nearest toilet stall, which serves as a save point, and you lose nothing. Enemies respawn after a while and not every time you die, so it’s possible to overcome a tough encounter by killing one enemy at a time. What I particularly enjoy is the implementation of friendly fire. When an enemy mage uses an area strike, it affects everyone, even its allies. Bosses are nice and challenging. Each one is based on one or several elements, in keeping with the game's concept. The more you harm them, the more attacks they add or change, but there is no strategy involved. Simply avoid and strike when the opportunity arises. That being said, their attack patterns are cheap. In similar games, dodging a particularly dangerous attack means you have time to get close for a few hits. But everything is random here, and you can face another devastating strike just as you're about to approach. Sword attacks are almost useless here. Another minor issue is that bosses rely too heavily on the shield phase, during which you cannot damage them. Because of this, fights take a very long time. Strangely, boss fights are the only place where I encountered a couple of bugs. The first issue was the absence of a boss health bar, which isn't a major deal. The second is more significant because it breaks the game; when I lost a battle, I got a black screen, and the only way out was to force quit the game. Overall, an amazing package that shows what indie games are all about.
8/10 Even though, the humor got old very quickly and the combat was not the most complex thing in the world, I still rate this highly. First, the accessibility options are great, even a child can play this (and maybe appreciate the humor for longer) and every gamer can tailor their experience to their liking. The story is nice, with few twists and the progression feels great – it’s a great metroidvania. The upgrades are a bit expensive, and I’ve gotten to the last boss with most of them still remaining, but a few runs through Colosseum fixed that – great farm. If you like games where you explore maps, look for secrets, and backtrack for more then this is a nice and quick (9.7h to 100% for me) game to grab and play.
I wish there was a "meh" option for Steam sometimes, and this is one such example. A fun enough little action game, but truthfully quite short for the main game. Beat it about 4 hours, 5 to be safe. I assume 100% completion would take a few more hours total, like 8-10? I didn't care enough to 100% the game, despite how short it is. The core gameplay is ok, and controls are fine. Music and sound fit in well and aren't grating... mostly The little voicelines, however, got annoying as time went on. I actually disliked the main character's voiceline quips all the time. Story and writing however... well read on. However, as I played, a lot of little gripes appeared that I had to write down. If you can tolerate these gripes, I believe you'll find enjoyment with the game. Below you will find all my nitpicks/issues with the game, in no particular order. 1: 4th wall breaks are far too heavy handed, and the game is too reliant on current age video game and pop culture references. Said references usually don't age well. 2: Controls are fine, but some fights felt unfairly hectic early game. executions are slow, and in serious fights, are often not something you can go for safely when all other enemies are targeting you. 3: I don't like how i have to wander around to find the element i need. Why can i have all elements on my person that i swap at will, with a cooldown perhaps? Or maybe any in-world elements you find "supercharge" your abilities perhaps? As it stands, I didn't like being limited to only 2 elements and, throughout the majority of the game, having to haphazardly find other elements when i needed them. 4: Hated how i stumbled into some fights, unsure of what type of enemy I was going to face, only to have to deal with enemies resistant to the 2 spells i had, and no way to change them in the arena I am stuck in. So i had to tickle them to death. slow and unfun. 5: Having to deal with enemies resistant to damage I might be dealing, but then often having limited choice nearby of other spell types to grab? It feels bad. NOTE: this point is more for random fights. Major boss fights usually have things designed so this is not so much of an issue. Some of the points above overlap a bit, but they were annoying enough to write down while I played. Overall, glad i got it on sale, but sort of wished I'd bought it on 50% sale rather than 30%. In the end, there was still an odd charm to this game, and I can feel care and effort was put into this game. However, I feel most folks would not be missing out skipping this game. I BARELY recommend this game, and only barely.
I have loved playing this game! As a dad the jokes are spot on lol and I cant get enough of it! Great game!
al principio es divertido y los chistes etc pero segun avanzas se hace repetitivo y acabo cansandome algun dia lo terminare pero es que se me hizo pesado y el combate muy aburrido etc
"This game is truly enjoyable! I absolutely love the content and gameplay. Great job! ✨"
Si extrañás el humor del bananero y querés algo que rompa la 4ta pared más que the office NO BUSQUES MÁS. Lo que si hay que buscar son todos los patitos. Es IMPOSIBLE no querer encontrar todos los patitos.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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