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Steam has offered a lot of classic indies over the past couple of decades, giving way to some especially fantastic experiences by indie developers who otherwise would never have been given the same spotlight back in the early 2000s and before. Wizorb is one of many early indies in this regards, recreating one of Atari's most famed games from the ancient era of the 70s, this being the iconic 'Breakout' that released almost half a century ago on the 13th of May 1976 in the arcade scene as the concept of video games was beginning to become a household name in the growing entertainment industry. Naturally then we have to ask what this game brings to the table as far as improving on the original that it is based upon. I should note here that I have enjoyed my time with it overall, but I've also came to recognize certain faults of trying to work with a game concept that, at its core, is too rigid in its gaming mechanics and arcadey in its general premise to expand the concept much further. This much I aim to explore in this review here though before I cover the gameplay of Wizorb, the first thing that most people glancing at this indie for the first time will notice is the artstyle that the developers behind Tribute Games Inc have chosen to go with as it is quite pleasing to the eye whilst also being faithful to the older games by keeping the graphics to 16-bit in order to maintain that pixelated 'look' which many retro-inspired indies seek to replicate in their own worlds. Now to delve into how the gameplay works here, since you would be correct in assuming that the core gameplay of Breakout is carefully maintained here in that you have a paddle in the form of a wand that guides a ball (this being a magical orb) which is used to destroy the various coloured blocks that inhibit each of the game's sixty levels spread across five themed worlds. Wizorb expands upon this by introducing new threats via enemies that slowly wander the map and engage with the player in different ways (some are harder to hit due to smaller hitboxes or faster mobility, others can teleport out of the way or even deflect the ball from the front!) to make the gameplay more engaging where obstacles are concerned alongside the inclusion of bigger blocks and stone blocks requiring multiple hits to destroy as well as gem blocks which only shatter when all of them match the same colour when hit to change said colour of the gem block. To balance this out in the player's favour, one can make full use of the wizard's abilities that they control via the usage of black and white magic. These spells have different uses on the playing field that can aid you in clearing a level quicker, the four spells being separated into two tiers of offensive and supportive sorcery although these will cost a certain amount of magic to use. For the basic tier of spells that cost just 10% of your magic bar to use when the orb is bouncing away from the wand, one can either summon a whirlwind to redirect the orb in a preferred direction to keep it bouncing on blocks longer or cast a fireball to directly destroy or harm blocks/enemies ahead of the wand. As for the advanced tier of spells which require 40% of the magic bar that can only be triggered right as the orb is about to hit the wand, the player can directly control the orb briefly to shimmy it into tight spots on the level or coat it in fire that will instantly destroy any enemies or blocks it comes in contact with for the several seconds it is active. Alongside this the player can gain several items that are dropped by specific blocks, these include potions to refill magic and coins/gems which grant the player money that can be spent in shops and at the main hub to rebuild a broken village for progress. Although not all of these are good as several blocks hold traps or 'curses' which will inflict the player with debilitating effects if collected, including having your magic/money drained and speeding up the ball on the field among other things. Though this can be offset with a careful building of 'charms' that the player can buy in the shops I spoke of earlier, which require a key to unlock that almost always can be gained in the same level itself, as these are little bonuses that range from a bigger wand and having three orbs at once to dealing double damage and even starting off at slower speeds to make the traditional 'Breakout' gameplay much more manageable for new players! These charms disappear when you lose a life, however skilled players can build up these charms and become not just good at the game but also have a mighty wand at their disposal if they can acquire all five charms together. With the inclusion of 'boss battles' that have you dealing with a powerful foe requiring multiple hits and avoiding deadly attacks of their own alongside secret levels available upon revisiting older worlds, I'd certainly say that there is a decent amount of content on offer for veterans of the genre alongside casual fans who'd like to see the classic arcade brought back with newer mechanics and other fancy additions seen in modern indies here on Steam. However one key issue that I have seen others raise that I can relate to here is how long some of the levels can take as far as clearing out all of the blocks, this largely stemming from how a standard wand with no charm upgrades can result in needing to 'lock in' at times just to survive. Considering the limited lives the player has before needing to start from the beginning of the world again on top of not receiving any gold should they run out of continues, I can see why this would pose a significant issue for those not familiar with the Breakout style of gameplay. If I may offer some words of advice on how to make this more enjoyable, asides from playing on the easy difficulty to reduce the starting ball speed alongside providing a 'rampart' that acts as a barrier at the bottom which can take several hits from the orb if your wand misses it, playing with the mouse is the best way of quickly catching a speedy ball as each level progresses since using a keyboard is fairly sluggish even at the 'paddle 2' speed that I tested with for the first several hours. Also worth noting is that one can restart a level, not by going onto the menu and backing out or saving and quitting but by instead force closing the game and then going back into it to resume gameplay. This preserves the player's lives alongside any charms they have up until that point but doing so will reset the score for that current run, however this can also serve as a reliable crutch for newer players to hang onto as well as for more experienced players, should they test their skills on the hard difficulty for that prestigious achievement! Outside of knowing how to guide the orb via careful positioning of the wand to keep it hitting forward or pushing it at a steeper angle on the side, it is quite possible to learn how to clear the levels quicker though it is still a valid criticism that some levels are more tedious to clear through than others. Another problem that I had personally is the lack of things to spend money on past a certain point in this game, this easily could have been solved with several expensive upgrades to both the wizard's four spells and the ability to expand the magic bar that players could choose to save up for early on or wait until later on to begin improving the wizard's skills as they also improve their own 'breakout' skills during gameplay whilst also speeding up the flow of gameplay too. No doubt there are things that could have been worked on and improved upon here although, given the fairly low price point of just £1.99, I would argue that this is one indie that can be enjoyed when going into it with the right expectations as Wizorb does a good job at faithfully adapting the Breakout formula whilst improving upon it in certain aspects without changing too much of what made it a classic to begin with.
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Languages: English, French
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Brick breaker with nice presentation and 16-bit visuals. A bit of exploration, dialogs and RPG elements. Use spells like fireball or wind gust to destroy blocks. Stage is complete when all destructible blocks are gone. Music and sounds are crunchy and have this 16-bit feeling. Overall not bad brick breaker game. PS: Make sure to add "-windowed" to launch options if game doesn't work. [/h1]
I adore Happy Console Gamer’s YouTube channel, and recently he mentioned Wizorb as a game he’s had for years, never really talked about, but that he privately plays A LOT as sort of a time filler. So at $3, I had to buy and try it. :) As expected of Johnny’s recommendations: He’s spot on! Simple retro game graphics (not typically my thing, but I admit these are charming!). Takes something like Brick Breaker and adds a few very light RPG elements to the mix to make things more interesting (like spells!). I’ve only played for an hour, but was having a lot of fun. It’s challenging though! If you’re easily frustrated by having to start a series of levels over from scratch, beware! But I am choosing to use this as sort of a time killer in between deciding which other games to play. From what I’ve seen so far, the price is incredibly fair for the content. Looks like loads to see and do! Oh, and it works perfectly on a handheld device! I’m on a Lenovo Legion Go with Steam OS, so I’m positive it will also work great on Deck (which I also own).
The debut from Tribute Games, who technically released this the year before (2011) as an Xbox Live Indie Game, and would go on to make quite a few retro classics over the next 15 years, including the widely acclaimed TMNT: Shredder's Revenge. They started out strong as this is a low key gem of a game, combining the old school brick breaker with the 8-bit RPG. But really it's only RPG in setting and dialogue, the game is a level-based Arkanoid clone with a couple replenishable powers and a few you can buy in the shops and use until you lose a life. It's not complex but adds enough of a twist on the old formula to keep things interesting. Controls well enough with gamepad or keyboard but mouse is the way to go here, moving from one end of the arena to the other can be about as fast as you want it to be, and it's much easier to make fine movements for aiming. Lovely NES style pixel art and music although I wish there was more music, it gets repetitive fast. The last stage can be a little tricky but I found the game easy, completed in 3 hours and with 15+ lives left when it seems others had a far tougher time, which I attribute to mouse vs. gamepad or keyboard. Use a mouse.
i really wanted to like this game. i really do. but between the high amount of levels needed to progress to the next world, measly starting lives and continues, its just a pain to carry on playing. i kept on playing solely for the 2d pixel art charm, but even that is not enough. and why for the love of god, does the game not let me keep the gold i've obtained halfway through the level? i just want to repair the shop in the village and see what good it does to me? perhaps an extra starting life? like i said, i really want to like this game, but i feel so damn frustrated thinking about it.
Very creative brick breaker game and really fun to play. It has it flaws but its worth playing for the price. Short and sweet. Took me about 4 hours to beat.
You are a wizard, but in the very first few levels game won't give you any magic. Way too many things to break: levels takes forever to finish. Very few lives and you lose everything, needing to redo all over again.
A charming blend of brick-breaking and RPG elements, featuring nostalgic pixel art, addictive gameplay, and a whimsical story that captivates players of all ages.
"Trash. Avoid," says the handwritten entry on Wizorb in my gaming journal, and that's the kindest way I can describe it without reaching for obscenities. (Why do I keep a handwritten gaming journal? Well, why don't you?) Sure, the graphics are cute — who wouldn't be endeared with the blue wolf fursonas and stacks of demented one-eyed slimes — but the game is offensively tepid, with so little challenge and variety that you can see your time a-wasting every moment you spend staring at the ball as it bounces off the platform... sorry, the (enlargeable) magic wand on a quest to save four kidnapped children. Any allusions to V. Nabokov's [i]The Enchanter[/i] are strictly in your head. Think you'd start on Hard just to up the ante? Think again — every level vomits extra lives at a neurotic pace. If Wizorb has a game over screen, it's reserved only for the most dedicated of the upper limb amputees and quadriplegics. The ball is slow even when maxed out, the power-ups are non-existent, and the only joy you'll experience is when the game drip-feeds you a mana potion so that you could shoot another two bricks with fireballs before going back to the grind. And guess what — not all levels even have a mana potion. Sometimes, it's just you, the droning, sleep-inducing soundtrack that mistakenly passes for music, and the click-click of the bounces, echoing ad nauseum, for 5 worlds, 12 levels and a sterile boss each, until you've paid your penance and hit the cathartic ALT + F4. Wizorb is not the worst breakout I've ever played — that honour goes to EGA Walls, a scanty DOS arkanoid from 1989, but you'd think that the 20 years of game design would somehow reflect on the genre. Right now, with just two button presses, I can launch Tronic by Webfoot in DOSBox, go through its 50 levels in one session, enjoy them from start to finish, and have infinitely more fun than at any point of playing Wizorb. No magic to be found in this one.
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