
WiZmans World Re;Try is HD remaster of legendary JRPG WiZmans World from Jaleco with enhanced 2D pixelated graphic and sound. Experience the vast world of Wizarest with 3 fairly like homunculis.
Modeled estimate, not a reported figure. How we estimate →
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About

As a wizard, use your magic powers, absorb the enemy, and evolve your 3 homunculi to win.
Experience a fantastic story that changes following your choices.

The city of Wizarest has been cut off from communication with the outside world.
Those who have awakened have forgotten who they are, who their neighbors are, and live without any memories of their past.
The only thing they know is the danger of the dungeons surrounding the city, the monsters that inhabit them, and the magic they need to counter them.
The citizens have been trying to navigate the dungeons for years but to no avail. And 100 years later, no exit has been found.
And now, a new wizard is heading into the dungeons to defy the monsters…

The battles in this game are simple yet deep, and each turn is curcial!
Make full use of the timeline above the screen to elaborate on your strategy. Read the enemy's HP, the attack order, everybody's status and aim for the most effective way to win the battle.
Water is stronger than Fire. Fire is stronger than Wind. Wind is stronger than Earth. Earth is stronger than Water. Keep this in mind and use the best attacks to counter the enemy. Use chain attacks to kill the enemy quickly.
Bonus effects increase damage and stats, strengthening your offensive capabilities.

The player and their 3 homunculi.
At first glance, they look like fairies. They have the power to ease the souls of defeated monsters and can fuse with them with "Anima Fusion".
Thanks to Anima Fusion, they can use the stats, status, skills, and appearance of a defeated monster.
Adopt stronger monster abilities, inherit skills, and create your own powerful guardian.
Jaleco, known for releasing games until 2000, released this RPG in 2009 on portable consoles.
The game features well-drawn dot graphics and a simple yet challenging difficulty level, earning high praise from RPG fans.
In this remaster, the graphics have been revisited,
the BGM has been rearranged, new BGM has been added (all BGM remade by soLi),
and the UI and playability have been optimized. Experience a new version of the game with the same charm as the original version.
While this game is best played with a controller, keyboard input is also supported.
The key assignments for controller buttons are as follows:
Controller (Xbox / PS) Keyboard
A / × X
B / 〇 Z
X / □ A
Y / △ S
LB / L1 Q
RB / R1 W
D-Pad Arrow Keys (↑←↓→)
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
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
给《魔法师世界》写好评的过程其实是相当艰难的,尽管其有放在现在依旧很新颖的养成系统和战斗设计,首发追加中文并价格在一众日厂jrpg里显得十分友好,但作为nds移植的老游戏,其完全符合了人们对传统jrpg的刻板印象,部分体验相当灾难,因此可能无法带来轻松的游戏体验,写在最前面给感兴趣的小伙伴们打个预防针。。 首先作为一款移植游戏,其登录pc之后对于键鼠党并不算友好。首先游戏的操作并不复杂,为了证明键鼠能玩,我几乎全程是用键鼠玩的,在10h左右也是通关了大部分的主线剧情,官方在游戏的介绍下面也给出了键鼠的操作对应键位,但是无法修改的别扭键位着实难受。 其次是很多人诟病的jrpg传统王道剧情,而本作的剧情甚至比很多因为剧情王道的经典名作(诸如dq、八方旅人)还要夸张,可以说是直接拿个公式来带了,甚至玩到后面给我的感觉就是[spoiler]每个登场的重要角色都要濒死,然后给你一个类似舍小家为大家的救人还是救大家这种看似道德很崇高实则很虚伪价值观绑架的问题[/spoiler],每个npc都会给你发任务让你跑一次腿,然后他们说的话就完全千篇一律了,“前面的冒险很危险哟”“我的家人,在守护家园寻找外面世界的过程中去世了”“你要活着回来”,最开始会觉得如果选择了守护大家的行为会很大义,但反复的选择有些过于客套,于是在历尽千辛万苦之后看到游戏的结局,我也没有明白为什么这个村子的人为什么这么执着于寻找外面的路。究竟是为了跳出舒适圈,还是说是一种类似于扩张心态的物质欲。剧情整个下来给人的感觉像是转了几个圈子之后又回到了原点,像是什么都看了,又完全没有感受到任何实质性的内容,有些空洞无物。 在剧情之间的连接,便是通过探索地图与击败boss来推进的了,可惜这款游戏的数值亦存在很严重的问题,不同主线之间直接呈现出了断崖式的数值差距,举个很极端的例子,也许我现在从容地刮刮刮打死了这个地牢的boss,马上下一个地牢的小怪伤害都比刚打完的这个boss高得多,有些强行拉长游戏时长的意味。如果不想如此受苦的话retry版本有经验宝宝的dlc(虽然是付费的不过价格良心公道,比某些游戏的官方外挂便宜多了),举个比较极端的例子在dlc上架之前刷了大半个小时的等级才刷到三级,但是打完了一个dlc的哥布林立马就飞到八级了,几乎不会再缺钱和经验,但是美中不足的是这款游戏无法单纯通过等级的提升来得到战斗力的提升,或者说和游戏的养成机制有些关系,这个等下再谈。 虽说前面谈了不少老游戏的不足,但移植冷饭给更多的玩家接触到这部老作品的机会还是值得支持的,这款游戏也有其对应的有点。早期这款游戏吸引我的便是实机演示里的两边怪物对峙,但实际玩下来的养成有有种在炼金工房搅大缸的感觉,听说战斗可能和真女神转生系列有些相似但是更加简单,没有玩过就不多做评价了。通过击杀明雷的怪物来获得灵魂,将灵魂与三只精灵相融合获得妖怪形态的队友,怪物的强度高队友的数值也会相应提高,而主角提升只能靠装备的升级,但是商店里的装备增幅并不算多所以还是得不断刷刷刷来刷取灵魂,强度高的怪物掉落灵魂的概率也会降低,有可能刷了很久也一无所获,一些稀有的材料灵魂掉落率仅有1%,而怪物本身的存在就很稀有,有多么难刷就不必多说了。而支线任务大多都是需要交付稀有度极高的材料,注定了全收集全图鉴是一个非常痛苦的过程。 接下来说游戏的地图设计,每张地图对应一个地牢一段剧情一个boss。部分地图分为崩坏前和崩坏后,由剧情崩坏后的地图需要重新探索才能点亮小地图,小地图画的非常清晰即使是我这样的赛博路痴也不会迷路。在boss战前记得勤加存档,在战斗前有一个传送点但是传送点需要相应的魔法石才能解锁,但是每张地牢的魔法石在前期只能获取一枚,所以是用在前面的传送点方便剧情的推进,还是用在后面的剧情方便boss战前的准备就看玩家自行选择了,体验下来之后我更倾向于后者,因为boss战前完全没有回复点,这也是老游戏的一个很劝退的点。主角在游戏后hp和sp都会完全恢复,但是三只精灵只有hp会回复,有可能会陷入和boss对战时却空蓝的情况,因此建议不要在和小怪的战斗中消耗过多的技能,毕竟也打不出什么输出,碰到不想战斗的逃跑就好,游戏的逃跑成功率还挺高的,而且要准备好充足的回复药,因为boss的血条都相当的长。如果能跳过boss间刷刷刷的时间,想必游戏体验会更好。 综合评价:有创意,画风好看,但败在了剧情和数值设计,如果能接受老游戏的一些问题可以考虑,推荐给想要回味老jrpg的玩家。(男主从头到尾都没有一张立绘,如果不是战斗的chains会露脸我都不知道他长啥样,这个居然retry也没加上,还说你移植的好呢还是坏呢) [code] 点击关注[url= https://store.steampowered.com/curator/26214428] 電玩狂熱愛好者 [/url] ,以获取更多游戏评测、资讯、攻略 [/code]
[後半に日本語レビューあり] [h1]A Cult Classic Dungeon RPG Remastered: Soul Fusion in a Sealed City[/h1] A dungeon-crawling JRPG set in a city sealed from the outside world for over a century, where inhabitants have lost their memories and cling only to magic for survival. The protagonist, a young wizard who may be the sole person to have come from the outside, sets out with three homunculi to conquer the surrounding dungeons. The scope is deliberately small — the fate of one dying town rather than the world — and story choices cut deeper for it. Without a grand cause to justify sacrifice, each decision confronts the player with uncomfortable moral weight. The highlight of this game is the Anima Fusion system. Defeated monsters yield souls that reshape your homunculi's elemental affinity, stats, skills, and physical appearance. Party composition is not bound by fixed classes; it is defined by experimentation. Choosing which souls to absorb and which skills to inherit carries a puzzle-like satisfaction. Stacking identical souls for stat boosts or combining catalyst items for skill additions gives the customization more depth than first appearances suggest. Combat is turn-based with a visible timeline and a four-element cycle (water, fire, wind, earth). Chaining consecutive party turns triggers damage bonuses, and boss encounters demand careful elemental planning. HP and MP fully restore after each battle, which keeps the pace moving but also means standard encounters lose their edge relatively quickly. Leveling is slow by design, and the difficulty gap between routine mobs and bosses can feel steep — a design trait inherited from the DS original. The rearranged BGM is impressive, with boss themes standing out as a highlight. Pixel art retains its warmth, though sprites can look rough on larger displays. There is no voice acting; given the volume of text, this asks players to carry every emotional beat through reading alone. For a remaster of a DS-era title, this constraint is understandable, though it does place a ceiling on immersion. For fans of SMT-style fusion mechanics and Etrian Odyssey-level grinding patience who want dozens of hours of narrative weight and multi-ending replay value, this 16-year-late global debut arguably delivers a worthwhile experience. HHF-chan's comment: "A hidden gem RPG playable on modern platforms — that alone is something to celebrate!" [h1]カルト的佳作の閉鎖系ダンジョンRPGリマスター版[/h1] 外界と100年以上分断された街を舞台に、記憶を失った人々の中で唯一「外から来た」可能性を持つ主人公が、3体のホムンクルスと共にダンジョン攻略に挑むJRPGだ。街ひとつの命運という小規模なスケールだからこそ、ストーリー上の選択肢が持つ重みは格別で、壮大な大義名分に逃げられない状況で目の前の犠牲を許容するか否かが問われる。 本作の見どころは「アニマフュージョン」。倒したモンスターの魂をホムンクルスに融合させることで、属性・ステータス・スキル・外見が変化する。固定クラスに縛られない自由度の高いパーティ構築が核であり、どの魂を選び、どのスキルを継承するかにパズル的な面白さが宿る。同一魂の重ね掛けによるステータス底上げや、触媒アイテムを併用したスキル追加など、カスタマイズの奥行きは見かけ以上に深い。 戦闘はターン制で、タイムライン上に行動順が可視化される。水火風土の4属性相関を読み、チェインボーナスを狙う戦略性はボス戦で真価を発揮する。戦闘後のHP/MP全回復仕様はテンポを良くする反面、道中のザコ戦は比較的早く手応えが薄れる。レベリングは遅めに設計されており、ボスとの難易度差が大きく感じられる場面もある。DS原作から引き継がれた設計上の特性だ。 アレンジBGMは印象的で、ボス戦テーマは特に聴き応えがある。ドット絵はDS時代の温かみを残しているが、大画面ではスプライトの粗が目立つ場面もある。ボイスは非搭載で、テキスト量の多い物語を読みだけで消化する構造上、没入感に天井がある点は否めない。もっとも、DS時代のリマスターという性質を考えればやむを得ない部分ではあるだろう。 メガテン系の合体育成やグラインド系ダンジョンRPGに耐性があり、数十時間に及ぶ重みのある物語体験とマルチエンディングの周回価値を求めるプレイヤーには、16年越しのグローバル初登場にふさわしい一本だと言えるだろう。 HHFちゃんコメント: 「知られざる佳作RPGが現行プラットフォームで遊べるなんて!それだけでも嬉しいわネー!」 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
此遊戲有種在玩 20 年前日式經典 RPG 的感覺, 滿滿的回憶再次浮現, 真的很好玩. 尤其是將生命體的技能和效果進行合成以及變形的這過程, 玩起來非常好玩. 以下是我在遊玩時整理的一些小技巧,希望能多少幫到正在看這篇評價的各位~ 1. 沒有控制器時, 操作上會很難上手的, 所以想玩這遊戲的人, 建議先購買控制器. 2. 卡關或在戰鬥中需要協助的話, 只要長按X鍵, 就能擴大地圖或查看各屬性相剋的戰略提示. 3. 因為遊戲內沒有SP回復藥水, 想恢復就得回家睡覺, 而且尋找地圖的方式也和現在的遊戲不太一樣,所以, 一開始玩遊戲時會讓人覺得煩躁, 但這應該是這遊戲的特色之一吧! 4. 打怪賺到一些錢後, 建議先在村莊準備好”覺醒藥水”及”裝備”後再出發. 5. 如果打Boss時不小心被團滅的話,會被送回上一次存檔前的位置, 所以不想感受到這種挫折感的話,Boss 戰前記得一定要按下 Y 鍵先存檔. 5. 村莊居民的支線任務也值得做, 不僅能賺點金錢, 也能順便完成Steam任務. 所以, 每當進行主線劇情時, 記得多去酒館或噴水池附近與NPC 對話. 6. 雖然生命體無法裝備武器, 但可以裝備2個飾品的, 所以在村莊商店購買物品時, 順便也幫生命體購買飾品 7. 一開始不知道該怎麼裝備已獲得的裝備, 找了好久才發現, 只要按下 Y 鍵, 就能在 Equip窗(*非 ITEM窗)中替換主角以及生命體的裝備. 8. 在野外探索時. 偶爾會看到閃閃發光的物品, 這時記得按下A鍵將它撿起來, 這些都是合成時非常實用的材料 9. 不要一直閃避怪物, 反而可以主動拉怪,當頭上出現「!」提示時,就能一次擊敗兩隻怪, 這樣拿到的經驗和獎勵會比平常多 10. 合成的時候建議一直用同一種靈魂一路合成到底, 這樣才能會對該靈魂產生抗性, 之後就能拿到更好的屬性值和更多經驗值.(這是村莊 NPC 的小祕訣)
Mixed feelings on this one. I wouldn't highly recommend it to everyone, but there's definitely some good stuff here. It totally nails the nostalgic feel of the old RPGs we grew up with. The problem is that it might be too old-school for today's players. Adding a few modern QoL features would have gone a long way. Still, if you don't mind a little clunkiness, the plot actually pulls you in, and leveling up the 3 Homunculi gets super addictive. Worth picking up if you're a sucker for classic turn-based JRPGs and pixel graphics.
tldr The game is too grindy. You yourself are a plain wizard that gets skills every other level without your say so. The 3 girls in your party eat monster souls to become that monster. You can make them change monster at home however you like and they take a max of 2 skills with them to the new monster. Basically you figure out what you want them to be and funnel them there through 1-2 other monsters to inherit skills. So you go out into the dungeon and spam engage monsters to level and hope they drop their souls. The maps are bland. The game says there might be secret paths, but all I found in 4 maps was a grand total of 1 chest with gold. The graphics belong in a handheld, portraits are nice, no voice over. The story has an interesting premise (city cut off from the world by monster infested forest, everyone is amnesiac about it), but the game is content to have you fight monsters forever without really advancing. That's 2 hours of gameplay. I played to something like level 8 and got bored to death.
数值设计一坨,为了打的过BOSS,60小时有55小时在练级,战斗方面异常状态有什么效果也没地方看,给BOSS上的DEBUFF上了一次以后就上不去了,不知道是数值的问题还是本身的设计。最后游戏指引做的也不行,玩到最后好几个支线都不知道在哪做。唯一的优点就是立绘不错,还有合成以后的霍尔蒙克斯挺可爱。
game stays on black screen after launch, spent quite some time trying to find fixes and changing settings/compatibility. posted on discussion and emailed the devs but no response for over a month.
一開始看到是回合制戰鬥其實有點擔心,但實際玩過之後,發現對新手還算滿友善的。戰鬥結束會自動回復體力,不太需要一直顧補血,壓力小很多;屬性和戰鬥提示也很清楚,基本上不太會卡關。 合成、培養系統真的很好玩,一不小心就玩到忘記時間。養成感做得不錯,會讓人一直想再多打幾場。 不過老實說,如果只用鍵盤,操作上會覺得有點卡。我個人還是比較推薦用手柄,整體流暢度和手感真不一樣。 喜歡經典日系 RPG 風格的玩家可以試試看,我覺得是值得入手的一款遊戲
스토리가 몰입감있고 트왈리가 너무 귀엽다.. 턴제라서 지루할 줄 알았는데 속성 활용해서 전투하는 재미가 있는듯 몬스터 마주칠때마다 쫀득하게 도망가는 재미가 있음
그래픽의 매력이 확 느껴져서 시작한 게임이었지만, 플레이 하다 보니 그 이상의 재미가 있었다. 도트 그래픽 기반의 전략 RPG를 좋아한다면 충분히 만족할 만한 완성도를 갖추고 있다. 물론 아쉬운 부분이 전혀 없는 건 아니지만, 대부분은 게임 시스템을 조금만 이해하면 자연스럽게 익숙해지거나 오히려 매력으로 느껴지는 요소들이다. 전투의 깊이와 그래픽의 완성도가 잘 맞물려 있어, 취향에 맞는 사람이라면 진행할수록 점점 더 빠져들게 되는 타입의 게임이다.
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