
A small puzzle game about getting out of big trouble! Trapped in a prison, a Wizard uses telekinesis to push and pull their way out and escape together with newfound friends!
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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 37 reviews with recorded playtime.
Reviews
이상한 감옥에 갇힌 초보 마법사가, 염동력으로 괴물들을 죽이며 탈출하는 퍼즐 게임. Wizard’s Way Out 은 게임의 제목 그대로 마법사가 되어서 지하 감옥에서 탈출하는 내용의 게임이다. 우물 안으로 빠지는 바람에 정체를 알 수 없는 감옥에 갇힌 주인공은, 감옥에 갇혀 있는 다른 존재들인 변종 쥐 (Ratbug) 들을 만나고, 수백 년이 지나서 간수들마저 정신을 잃어버려 괴물이 되어버린 감옥에서 나가기 위해 자신이 유일하게 시전할 수 있는 마법을 이용해서 감옥에서 빠져나가려 한다. 파이어볼이나 텔레포트만 알았어도 쉽게 나갈 수 있었겠지만, 안타깝게도 주인공은 마법학교에서도 썩 좋은 점수를 받지 못한 학생이였어서 유일하게 자신 있는 마법은 염동력 밖에 없다. 언뜻 보면 감옥을 탈출하는 게임의 설정상 각 레벨의 출구까지 도달하는 게 목표일 것 같지만, 예상을 깨 버리고 감옥 안 괴물들을 모두 죽이는 게 목표인, 최선의 방어는 공격이라는 말 마냥 방해되는 괴물들을 다 없애는 몰살 루트가 게임 내 퍼즐들을 풀어 나가는 방식이다. 괴물들은 각 레벨 시작 시 잠들어 있는 상태로 시작하지만, 각 레벨의 좌측 상단에 표기되는 턴 수가 모두 지나면 괴물들이 깨어나는 설정이기 때문에 제한된 횟수 안으로 모든 괴물을 죽여야 한다. 죽이는 방식은 크게 세 가지가 있는데, 괴물들끼리 부딪치게 하거나, 항아리 같은 물체를 던져서 죽이거나, 혹은 뚫린 바닥 쪽으로 괴물을 밀어버리면 된다. 일반적인 소코반 류의 게임이었다면 이러한 물체에 근접 해야지만 행동을 취할 수 있었겠지만, 다행히 염동력을 쓸 수 있는 주인공은 수직 또는 수평선상에 있기만 해도 바로 물체나 괴물을 잡아당기거나 밀어버릴 수 있어서, 전형적인 소코반 게임의 틀에 제한된 생각을 버리고 좀 더 큰 그림을 볼 줄 알아야 레벨들을 시원하게 풀어나갈 수 있을 것이다. 모든 퍼즐 게임이 그렇듯, 레벨들을 진행할수록 공중을 날아다니기 때문에 낙사를 시킬 수 없는 괴물이나, 염동력으로 끌려오지 않는 괴물 등등 새로운 퍼즐 요소가 나와서 게임의 난이도를 올리는 데 한 몫 한다. 게임의 주 퍼즐 메커니즘은 여기까지 이야기하고, 이 게임의 큰 특징 두 개를 적자면 다음과 같다. 먼저, 아쉽게도 게임이 매끄럽게 다듬어지지는 않았다. 레벨창에서 버그가 걸려 게임을 껐다 켜야지 진행할 수 있는 버그가 두 세번 발생하였고, 키보드, 게임패드 또는 마우스를 이용해 플레이를 할 수 있지만 키보드 조작은 처참해서 그냥 마우스만으로 플레이하는 게 훨씬 나을 정도이다. 다행히 이러한 점들은 게임을 실제로 엔딩까지 플레이하는 과정 및 업적을 얻는 과정을 크게 방해하지는 않았다. 두 번째 특징을 적자면, 분명히 비주얼은 허접해 보이는데 난이도는 절대 허접하지 않다. 게임 내 레벨이 32개밖에 되지 않음에도 불구하고, 게임의 초반 레벨들은 염동력을 이용한 경로 단축에 익숙해지느라, 후반 레벨들은 턴 수가 대부분 20턴 언저리로 길어져서 미리 생각을 하느라 퍼즐들에 고생을 하게 된다. 게임 내 힌트가 전혀 도움이 되지 않음 + 인기가 거의 없는 게임이라 유튜브에 공략도 없음 + 평가를 적고 있는 사람이 빡대가리임 의 3연타 콤보로 인해 플레이타임이 거의 4.5시간을 찍게 되었고, 특히 후반부 레벨들은 새벽에 한 레벨에서 한 시간 가량 막히다가 현타가 올 정도였다. 그나마 게임의 맨 마지막 레벨은 살벌해 보이는 레이아웃에 비해 난이도가 어렵지 않아서 다행이었지만, 나같이 가벼운 퍼즐 게임을 생각하고 샀다가 뒤통수를 세게 맞을 수 있으니 직접 게임을 해 볼 거면 약간의 각오는 하는 걸 권장한다. 결론적으로, 전형적인 소코반 류의 퍼즐 게임에 염동력이라는 약간의 차별점을 두면서 난이도가 의외로 있는 퍼즐들로 이루어진 게임이라 추천. 업적의 경우 게임의 엔딩까지 플레이하기만 하면 모두 얻을 수 있다는 건 다행이었다. 여담) 턴 되감기를 무제한으로 사용할 수 있기 때문에, 퍼즐을 여러 번 시도하는 행위 자체에는 부담감이 없다. 참고로 모든 턴이 지나고 “게임 오버” 와 비슷한 창이 뜬 상태에서도 되감기를 할 수 있기에 레벨 재시작 버튼을 거의 누를 일이 없을 것이다.
[b]wizard's way out[/b] is a relatively short but not all that easy sokoban, with only [b]32 levels[/b] unlocked in a linear fashion and a bit of narrative. it starts with our hero falling into a well, then encountering an ominous presence that wants to join him on the surface. what can possibly go wrong? since you're a magical creature, pulling stuff is just as easily achieved as pushing, both work from a distance and you're blessed with [b]unlimited undo[/b]. hints are also available and a level reset button eventually got patched in. I'd ask how they missed that but I'm not surprised by anything anymore when it comes to games, including the dev's original and insane suggestion of holding undo until you're back at the start. very elegant. level names and numbers are shown everywhere (again, after a patch) but sadly there's [b]no puzzle skip option[/b]. I appreciate its presence these days, don't necessarily want to solve everything, just see what's on offer, even if I can't figure out level 17 or whatever. and it's more convenient than editing the save file. monsters are always asleep and can be dealt with by smashing objects or their buddies in their face or dumping them into the abyss. some float, others can't be moved or only one tile at a time, etc. there's a [b]mandatory move limit[/b] before they fully wake up, then the level fails, but undo works there as well. weirdly enough and despite it being the entire premise of the game, [b]reaching the level exit is not the goal, just get rid of everybody[/b]. doors are monsters too and keys have to be tossed around, can't pick them up. other than these, there's a single new mechanic introduced near the end, an arrow redirecting stuff. technically, the game is [b]completely playable with keyboard, mouse or controller[/b], but in reality [b]keyboard (and I assume gamepad) controls are abysmal[/b]. the mouse is much better, though if you want to mix it up for convenience, prompts will be an ever-changing mess until you learn what's what, then they'll just be in the way (a toggle got patched in). wasd/arrows move the cursor (only wasd is mentioned), 'e' or left click to activate and push, 'q' or right click to pull. backspace is undo (can be held for more), tab for hints (always a bad idea, alt+tab switches tasks, shift+tab is the steam overlay). since it doesn't do anything, [b]the mouse wheel should work as undo[/b] as well. [b]nothing is rebindable[/b], of course, and there's [b]no direct control of the character[/b] and only one tile can be traversed at a time, indicated by the [b]constantly moving arrows getting on your nerves[/b] (well, mine for sure), so [b]moving 5 tiles to the right means 5 clicks or 10(!) keypresses[/b] (cursor right, move, right, move, etc.). you can click any unlocked level on level select, except the way it's laid out, there are only a few on one screen and mouse wheel or the mouse itself doesn't work here either to pan the map. at least the amount of tedium is consistent across the board. oh, and [b]there are 2 in-game cursors, but after a patch the one for keyboard isn't always visible at least[/b]. the whole thing is handled better than before but still a new low in gamedev, can't remember seeing this anywhere before. the presentation is nice, except if your gpu (or in my case, outdated drivers I can't do anything about on the paperweight I'm using) doesn't support vulkan stuff, you'll only be able to play in opengl mode. wouldn't be a problem, especially for a 2d game, and very kind of godot (my least favorite engine after rpgmaker) to offer the option, but [b]devs should make sure both versions work as they should[/b]. in this case, black letters became white for some reason, really hard to read on a bright background, and there were other visual issues as well, which got fixed eventually, so it's all good now. [b]settings are decent and available anytime.[/b] separate volumes, windowed mode, text display options (including instant), the annoying film grain effect and screen shake can also be removed (the former not completely), but imagine not wasting resources on adding these in the first place and working on more important and necessary functionality. also, [b]unskippable credits[/b]. can be sped up, same thing, right? sure, just like holding undo for 5 minutes is the same as pressing the reset button. and it [b]doesn't always remember windowed/full screen status between sessions[/b], seemingly picks one at random, though that's just one of godot's many built-in defects, along with [b]crashing every ♥♥♥♥♥♥♥ time I quit[/b]. the two might even be related, though settings shouldn't get saved on exit but when they're changed. I didn't finish it, not a fan of sokoban, much less with a move limit, so unlocking all the levels by editing the save and solving about half was enough. [b]it's a good enough puzzler, as long as you're using a mouse, but imagine it in a half-decent engine without perplexing design decisions.[/b] I'll keep editing the review if they decide to fix things up some more (was questionable when I posted the review, been waiting weeks for some very basic stuff), now it's in a better place and more easily [b]recommendable on sale[/b]. btw, there's a [b]free 13-level predecessor[/b], used to be on itch but can still be found on not-flash-anymore sites, works for demo purposes. and guess what? level select is a single screen there, whereas here it takes 5 clicks just to get from level 1 to 10 on the map and 12(!) to go from the first level to the last (I'm the master of wasting time, tested it myself).
I love it when puzzle games have very simple mechanics but do a lot with it. Out of the gate this game tells you "think before you move" and it's right! if you go for a trial and error approach it can get frustrating, but if you actually stop and plan your moves, it's a very satisfying game. Music and art are well thought out and executed, there is a coherence between the two which is nice to see from a small indie title like this. Overall this game could be a little bit of a hidden gem, I hope more people find it! If I could wish for an improvement it would be more easier levels in the beginning to smooth out the learning curve a little bit, to allow players some time to practice how to think in this game. Give a level or two to practice thinking with each mechanic before we have to learn a new one!
This really is the worst type of puzzle-game: zero flexibility, basically no tutiroalizing, really basic mechanics, and the game ultimately revolves around guessing what the developer had in mind.
A classic puzzle game with new looks where you are a wizard who can push and pull objects with the power of telekinesis. Nothing extraordinary, which is also noted by amusing remarks made during the game. In essence, you are a dropout who decides to investigate voices. Now you’re trapped in an ancient jail where you befriend a pack of rats. Although gamepad is supported, playing with a mouse is much more fluid because you can simply point and click. The goal of each stage is to either use the surroundings to eliminate every guard and use a key to unlock the door. You must position the wizard on the appropriate areas around the playing field because you can only influence things in the four general directions and not diagonally. Additionally, if there are additional items in a row, you must move the first one out of the way in order to access the second one. The limited number of moves at your disposal makes things more challenging. The requirement is so strict that there isn't even room for a single extra step. Fortunately, exceeding the number that alerts the guards doesn't mean defeat. You have an extremely helpful undo button at your disposal, which you will keep pushing until you find the solution. And you’ll be doing that a lot because difficulty is definitely not casual. Before the game's halfway point, there are a few stages with about 20 steps; since there is no room for error, the challenges can be quite daunting. Relying on a single hint is useless. It's general advice like "use only what you need" or "put things in the right place before making your move". The stage's name can occasionally be more helpful than the hint. Achievements work fine and none can be missed. You’ll have them all once you beat the game.
The wizard is cute (つ ● _ ● )つ──|l|O◻▷
The Wizard's Way Out is a fun puzzle game and the characters is very cute!
Fun little game well worth the price! Hilarious dialogue... Makes you wanna beat that damn puzzle you're stuck with just to read more!
Kikimora Games has done a fantastic job creating a good puzzle game - Wizard's Way Out. The game is a good mix of simplicity and challenge, as the player is forced to think, which in its entirety provides a good balance in the game. The game has a really good mysterious atmosphere, where Kikimora has excelled with the design and the music. I can recommend everyone who loves puzzle games to test the game, you won't get bored.
Yes, get this, just do it I grabbed a large batch of random titles under the puzzle tag trying to fill a chasm of loneliness, Only to be greeted by the cousins of AHHH! Real Monsters mixed with Eurekas Castle to help this cute little mage out The best kind of fever dream The emptiness subsides at times, and its 110% because of this game Thank you for reading
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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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