
Unleash powerful magic with your keyboard in this fast-paced Typing game with Roguelite elements. Battle relentless waves of enemies by typing the words tethered to them to cast spells. Collect gems to master new abilities and grow stronger each run.
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About
In Spell Wizard, you’ll battle hordes of enemies by typing the words associated with them to unleash spells. Precision and speed are your weapons in this fast-paced Typing game with Roguelite elements.
Key Features:
Fast-Paced Typing Combat: Face off against waves of enemies, using your keyboard to strike them down with precision.
Roguelite Progression: Collect gems to enhance your abilities and unlock new upgrades between runs.
Short but Intense: Each run is a test of skill and survival, perfect for quick gaming sessions.
Skill-Driven Gameplay: A game for every skill level—develop your typing mastery and rise above the horde.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
Hey I'm the fellow wizard game developer of the game Spell Beat where you cast those music-powered spells. Here's my feedback: The main core typing wizard killing mechanic feels awesome and super polished, well done! Few things I would love to see improved: - Main issue currently for me is that the game lacks interesting gameplay decisions. I'm just typing the word of whatever enemy is closest to me with 0 tactic or strategy to it. One way to introduce interesting gameplay decision for me would be for example to introduce an enemy, which gives a massive bonus depending on how soon you kill it. So the player would stay on lookout for that shiny enemy as soon as he would appear and would try to get him ASAP. Even the opposite would work, an Elite enemy that accumulates reward on himself the later you slay him, so I would just push him away 2 times and defeat him then as close to me as possible for maximum reward. If there are any interesting gameplay decisions, then please introduce them sooner, in the first 1-2 minutes of the gameplay. The first 5 minutes of the gameplay set my expectation for the rest of the game pretty much, so if you would surpise me with at least 1 interesting gameplay decision mechanic, I would be eager to play more and find the other ones. - The font on top of enemies is ok, but I think the letter "g" and "q" are too similar, I lost a run because I misread the word "guests" as "quests". If that could be tweaked that would be nice - Would like an option to go directly into upgrades when I die and my level ends. - The upgrades feel less juicy then I would like them to, but I understand it's hard to think of meaningful ugprades in a game like this. Also I would love that UI with upgrades to be smaller to fit more upgrades at the same time, something about the upgrade screen feels much less polished than the gameplay. - On my 2nd/3rd run, the start of the level feels slightly boring. Would like an option to speed up the game's time 2x with pressing the Spacebar maybe or something like that, to breeze through the first 2 minutes of the match to the more interesting stuff. - Oh and also I don't understand the effect and the bonus from me being on a hot streak Summary: I hope you give this a few more updates cause this is probably the nicest motivation for someone to learn how to type fast, that I can easily being recommended in schools to learn how to type fast. I love the concept of your game. Other than the points I mentioned, I'm totally happy with my purchase and will definitely come back for more sessions sessions.
As far as typing games go, this one is very good. Everything feels clean and responsive. I especially like the audio and visual feedback. I am a pretty fast typist, and I find the level to be appropriately challenging from the time I've played on the game. Overall a fun experience and definitely can't go wrong for the price if you enjoy typing games!
I beat one area and was working through the second. Nothing to distinguish it from any other typing game available free online just type the nearest enemy as fast as you can. Upgrade don't really help so much as just slightly delay losing with no real game mechanics introduced something like consumables that appear to help that you can choose when to use (shields, bombs, slowtime). The first Boss had no mechanical difference from normal gameplay just a change in appearance it was still just type the words before the enemy reaches you.
This game is a fine basic typing game, but the roguelite aspect just feels quite shallow. Most of the progression here is through permanent upgrades that you unlock and basically type words until you get overwhelmed. There are few decisions that really matter, so each run pretty much feels the same. If all you want is a simple arcade typing game, this is fine.
Music: 10/10 Gameplay: 10/10 Difficulty: Skill issue/10
Should include a history of prior and top personal performances, and also a description on how/when you unlock the next areas.
This game is so much fun! It really gets intense once you get into your flow state, and I love how the game just knows which enemy you want to attack. The only thing I wish it had was per-run upgrades similar to a survivors-like, but I know that may not be what the dev had wanted their game to be. Still though, a ton of fun!
Simply incredibly addictive gameplay loop, looking forward to more powers, progression and content in the future!
NO, IM NTO PACKNING! I KNWO HOW TO TPYE!
If you like to type words and you want to use those words to shoot mice and snails this is the game for that. Progression feels slow--really slow, I've put about 2 hours in and I have yet to unlock a new level, or unlock any of the more fun sounding spells. I've only gotten limited health upgrades and some "hot streak" ones. "Hot streak" helps you get more gems, but unfortunately, it's not enough to make progressing feel worth the attempts. I'd like to see those changes, but for a simple typing game it does what it does.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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