Rogue Wizards

Rogue Wizards
67
Metacritic
79
Steam
58.525
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$14.99
Release date
27 September 2016
Developers
Publishers
Steam reviews score
Total
79 (122 votes)

Battle creatures, collect loot, master magic, and build your very own Wizard Tower sanctuary in this rogue-like, dungeon-crawling RPG.

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Rogue Wizards system requirements

Minimum:

  • OS: Windows XP+
  • Memory: 1 GB RAM
  • DirectX: Version 10
  • Storage: 750 MB available space

Recommended:

Recommended requirements are not yet specified.
Updated
App type
Steam APP ID
392260
Platforms
Windows PC
Mac
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Bossonova911
Bossonova911

Get this game, cool story and fighting mechanics with a nice crafting system.

Cj
Cj

Very fun little rogue-lite. Enjoying it thoroughly thus far.

Another Persona
Another Persona

I have been waiting forever for this. I had a weird item glitch when I started out but it seems to have gone away.

I am not that far into it yet, but it's everything I expected. So much fun. Great rogue-like, nice art. The combat is rewarding. The whole game seems to be so far.

Spectre
Spectre

After 4h of playtime as of writing this, I'd say this is a pretty fun game, but maybe more of a "pick up on sale" game then a must have for roguelike/dungeon crawling fans.

The story mode is your tipical linear progression, go-to-that-dungeon-for-that-quest type, with a central hub of merchants to sell your loot and restock on potions. I personally don't really care for the story, but if you dig evil wizards doing evil shit with evil magic, this is the title for you.

Then it has the actual roguelike game mode, called Gauntlet. You start on a dungeon at level 1, with only a sword and potions, and you keep going through the floors until you die, collecting loot and leveling up as you go. Every X amount of floors there's a boss who is higher level than you character and can screw you if you are bad like me, but drops some good loot when killed.

The actual mechanincs and balance of the diferent types of weapons and spells seems good from what I've played so far. The combat is a fast paced style of turn-based, where you either attack, move, use a potion, or switch weapon/spell. But for example, a Lance allows you to move and attack on the same turn, and in some situations (with the right mob placement) kill multiple enemys in one turn; however, it's a two-handed weapon, meaning you can't use a shield with it, like you can with sword or an axe, meaning you can't block attacks. Also, if you play Hearthstone, think of your potions as Reno Jackson - they always heal you to full. You also have the system of when you level up puting points into your stats and into your spells, and a pretty cool system for your gear where every piece will have a rank, wich goes up by using that piece - for example a weapon rank goes up by killing things with it, and every time you go up a rank it rolls a new affix on that weapon, wich can be the damage or another random property (think Diablo 3 loot). So your common drop can actually be better then a rare drop if you have used it more.
You get bonus XP if you kill every enemy and open every chest on a floor (it tells you when you do), and you can use the map to teleport to various waypoints spread across the floors (the entrance and exit, when you find it, act as waypoints to). You need keys to open the chests, the keys drop from enemys, so if you find a chest and don't have a key, you can always go to it later easily. And from my experience, you always get enough keys for all the chests.

All in all, it's a fun time killer, with some good ideas from games you problably played before, and an interesting art style. My only gripe so far is that the tiles out your character's vision just disapear and pop in when you move constantly, and since you move relatively fast out of combat it can be a bit anoying, but I eventually got used to navigating that way.

EDIT: After recent updates, most of my issues have been solved. Definite recomendation.

Zilo
Zilo

I'm only 2.4 hours in, but I can already say this is one of the most fun RPG style games I've played in a while.

The mechanics feel very solid, and intuitive.

At first I thought the way the world drops away when it is out of sight would annoy me since I couldn't click to auto move somewhere far. The teleporting around wherever you've been already mechanic makes that moot.

I love the little touches how some of the spells deform the terrain briefly. Poking things with my Oblivion Lance and having the world sag from the portal it tried to open is very cool.

This is also hands down my favorite art style of any game.

SpookySpirits
SpookySpirits

Very polished and charming rogue-like with lots of character and a beautiful art style. I've picked up nearly every rogue-like on Steam hoping to find "the one." I do believe this may be it.

At first it will come across as simplified but it's actually very deep. Monsters have elemental weaknesses and immunities (Pokemon style). There are some tile modifiers not often seen in rogue-likes such as ice that can cause involuntary movement (slipping).

There are many quality of life improvements over traditional rogue-likes such as companions, teleportation and being able to see your equipped weapons. There is a story mode that gives you an otherworldly Harry Potter meets Pokemon feel. The Gauntlet mode is where you'll find your traditional rogue-like if you're not interested in the story.

UPDATE: 24 hours after the game's release the developer released a patch addressing gameplay changes based on feedback from the few negative reviews.

Loony Tic
Loony Tic

TLDR – see the conclusion at the bottom (please also note the edit I've made in this section).

A bit of background to put this review in context:

I’d been following this game for quite some time and was eager to play it. I’m not an avid Rogue-like player but enjoy the likes of FTL, TOME and have also dabbled in the free version of ADOM recently. Basically I enjoy some of them but am not a massive fan of permadeath in games (except in the context of XCOM or Battle Brothers).

Anyway I’ll keep this simple and just make this a series of Pros, Cons, Misc and a conclusion.

Pros:
• I really like the art style, this is purely subjective but I think the character/monster design is awesome and the simple yet colour aesthetic suits the game perfectly.
• The loot mechanic is very good – constantly picking up new weapons/gear and they often have interesting enchantments that make choosing items about more than just damage/defence value.
• On a similar note the way gear levels up as you use it (gaining an extra enchantment when it does so) is a very nice touch. It encourages you to specialize as well as adding another level to the decision as to whether or not to constantly swap out gear.

Cons:
• Only one really but it’s a huge one…The combat is incredibly easy. To a point where it gets boring very quickly. Even fighting four or five enemies at once is no threat, they do so little damage and generally die from one or two hits. If you’ve got a companion/pet along it’s even easier.
For a game that is primarily focussed on dungeon grinding this single flaw is enough to kill the game.

Misc (not really a positive or negative...just observations):
• Music is something of a non-entity. Could happily switch it off and not really notice it’s absence (again this is purely subjective).
• The loot is perhaps a little too plentiful – I had picked up divine and legendary items by the time my character was level 2.
• The spells seem a bit overpowered…I know they take “ammo” but I’ve seen nothing (so afar) that can take more than a single hit. Even monsters that are resistant to cold were getting one shotted by the basic ice spell.
• Again a personal gripe but having to hunt for keys to open chests is an annoyance. You can buy them from the shop in town but why would you bother - they are seemingly always in a 1:1 ratio on each level of the dungeon. So it boils down to an annoying exercise in grinding and back-tracking (which is eased but the teleport system)
• Pets have a real-time cooldown period (20 minutes). Doesn't personally really bother me but I know it fills a lot of people with rage - so best be aware of it.

TLDR/Conclusion:

I really wanted to like this game and based on the Pro section of this review it should be everything I was looking for. However the ridiculously easy combat kills it for me. So personally until its re-balanced I can only give this the thumbs down.

One caveat to this – if you’re into very casual gaming you may well still find a lot to like in Rogue Wizards.

Edit 29/09/16 - since writing this review the developer has added three different difficultly levels which may render the "cons" section of this review out of date/invalid. It's also worth noting that the developer seems to be very active and dedicated to supporting the game.

Gmatter
Gmatter

EDIT: Wow, not more than a week since I posted my intial review, all of the enhancments I mentioned have been implemented (FOW control, increased animation speed & game speed controls) Not sure if these were already planned and/or were driven by player feedback, eitherway, the dev is on top of it.

For those who appreciate Roguelike fundamentals: procedural replay, permadeath, gear/stat progression, etc, this fits the bill, and does so with more esthetic polish than your typical entry

As with most RL's, there is an element of grind, which is no different in Rogue Wizard, I appreciate the improvments made to game pacing, making the grind far more tolerable.

A notable element that makes this more of a Rouge Lite rather than a Like, is the Diabloesque random-gear drops. ie "Dull Sword of the Noob", etc. A departure from the Diablo scheme is that all drops (so far) are identified, without the risk of cursed or unknown effects that are typical of more traditional rouge-likes. Also keeping it in the RougeLite realm is the absence of food/hunger. While this might be welcome for some, its something that in traditional RL's, establishes a sense of desperation, further enhancing the tension of permadeath.

The presentation is AAA, assets are high-fidelity, almost vector-like, losing no definition at even the highest zoom level, however not a big fan of the variable floor tile depth. Realizing this is stylistic, and without it, the game might look like any other iso-rpg, it just feels like the variability of tile depth is extreme, an exaggerated homage to FF-Tactics-style isometric presentation. Similarly, I wish there were actual walls, the environment feels too open, like platforms floating in space, allowing you to make ranged attacks on mobs in other "rooms", which could be deemed an advantage, but just doesn't feel right.

While your avatar changes based on active weapon/spell, as others have mentioned, it would be nice if player appearance was even more dynamic, with head, torso, feet, etc, changing as different gear is equipped.

I hold PixelDungeon as the benchmark for today's roguelites, mainly due to it being a modern but faithful iteration of its inspiration: bRogue, which itself, helped define much of what we expect in RL's today. Rouge Wizard, is comparable in many respects, superior in many respects, and with ongoing enhancments being made by the dec, its earning its place among these benchmark games.

Sincerely hope that Spellbind continues to refine and enhance this gem to its full potential.

Doc Clarke
Doc Clarke

Firstly this is not a hard-core Rogue like game. It isn't ADOM or Nethack. It is however pretty good at being a rogue lite game.

The story mode is "meh" I played for about 2 hours and stopped bored.
The real meat and drink is the proper rogue like mode with perma death and no town building.

Even that though is not particularly punishing (at first) the mechanics are good in combat. Bows for ranged, chakras for multiple ranged but lower impact, axes for immediate AOE, spears for move and attack in the same turn, sword for the strongest single attack on a single opponent in one turn. Staffs are similar to swords really, so there is that.

Every weapon has a role to play, and they level up as you play, getting stronger the more you use them - up to a point (they have a highest potential level themselves).

Interesting decisions. Do you carry on using your level 7 maxxed out bow - or start levelling the weaker but potentially more awesome in the long run level 8 -11 bow? You'll do less damage with it for a while but it might pay off... or using it might get you killed.

Learning the mobs. Some attack and move, some have effects like Silence, Ice, firball and a rock/cage Hmmm
Magic? Getting one spell really high level sounds great, but mobs have resistances and you need the right reagents for the spell and most spell trees use different reagents. With all your level points in one magic field you risk running out of reagents for that field and having tons left for spells you haven't learned.

There is no right and wrong yet that I can see, the game gets progressively harder. You will die at some point, but not in the first 10 minutes unless you are a really bad player and don't pay attention.

The graphics are pretty good. They remind me of Torchlight (as does the music) Not really that bothered with the GFX though, the solid gameplay is what I bought a ticket for.

A few gripes. Hitting a square diagonally behind where a mob or map feature is can sometimes be a bit hit and miss, other than that, it's not hard core, but it is very solid and rewarding.
There are plenty of hardcore options ADOM, ToME Angband and decent graphical ones like Dungeons of Dredmoor. Most available here on Steam or free. If you want hardcore get one of those, they are all great. If you want more polished and slightly easier, get this. It's also great.

Remcycle
Remcycle

A nice, light dungeon crawler. The item/loot system is interesting with your items ranking up and gaining new abilities as you wear them throughout your journey.

Lightress
Lightress

I love this game.It really make you think as its gets later in the game,how you will battle each time.Thanks for making this game guys

Grythandril
Grythandril

REVIEW

I finally had to tear myself away from this game to give this game a review.
I LOVE IT.
It is a colourful, animated rogue playing game which oozes with charm, amusing characteristics and a joy to play.

Graphics
Lets get the main part over. Its flat 2D (not 3D or even full 3D) and may look old hat to some of todays modern players who are use to fancy graphics etc.
But, WHO CARES!
The graphics are big, bold, sharp, colourful, cartoon like and detailed with some lovely animations and on a resolution of 1360 x 768 that graphics are sharp and very clear. The isometric view reminds of an old ZX spectrum game called Knightlore which was very popular at its time. I love the design of the characters that I have met so far as well as the detailed dungeon walls, floors etc. The animation is extremely good with humans eyes blinking, or the way the hero switches between weapons to the different creatures movement to the way they die. When I first saw the size of the graphics it was BIG on my screen which was good because it makes the game much more claustrophobic as you only see a small section of the dungeon and you don't know what is in front of you. As your hero moves sections of the dungeon falls away behind you as a new section rises up to meet you. When playing the game you forget it is 2d because you are so engrossed with look and style of the game play especially when the manic battles occur. Also because of the 2d aspect it mean it less strain of the computer system requirements and allows you to have battles with lots of monsters and animations flying back and forth with a fast, manic and smooth look. The death animation of the creatures ranges from cute to funny to surprising. Also the special ability that each creature has so far (Only seen a few) again ranges from very funny to amusing or even frustrating when your in battle, but that is part of the charm. The town is nicely set out with a some nice animations. But it is the dungeon where the action takes place and thrill seeing a new creature with special abilities.
Score (9/10)

Sound/Music
The sounds effects are nice with some nice touches. I like the sound of the shadowlord dying, or when splodges hit your monitor before sliding down with a squeakily sound effect. The music is nice and I have a favourite track which takes place in the dungeon. This track has a pulsating heartbeat sound accompanied by an eerie music track which give the game more atmosphere especially when going into deeper and more challenging dungeons. The other tracks for the dungeon and town are nice and enhance the game further. Its the music for main menu that is maybe the weakest as you are more interesting in getting into the game that you bypass it quickly. Score (7/10)

Gameplay
The game is turn based however due to the fast response, the smoothness and quickness of the movement/battles etc it is very easy to be fooled into thinking that it is real-time. The number times I have moved my hero too quickly only to end up smack bang into a horde of monsters is my fault. This of course ended my turn only for the enemy to start hurls weapons, spells etc at me doing more damage before I could damage them. One particular battle was the battle with gryphons in which they made a large section of the tiled floor all ice and because of my quickness my hero and NPC were sliding about in opposite directions. This was both laughable at the start and then frustrating later due to being so eager to fight them that I forgot it was turn based. So going turn based may make the game feel slower but it cranks up the tension and atmosphere in the dungeons. Battles required tactical thought when dealing with different monsters at the same time. Boss battles require even more thought because before you know you it, your surrounded by their minions etc.

There are lots of weapons in the dungeons and comparing them to your own weapons reveals each of them have their own good and bad traits. You have to decide which one might be good for you. With so much choice, I spent about 5 minutes deciding whether to replace the sword I have with a new spear which has some bigger bonus hits but with less abilities. Gold is in abundance but that is quickly spent on upgrading the armoury and blacksmith in your town to get better stronger weapons and armour.

Magic is a crucial factor and with 6 schools of magic totalling 18 spells each with levels to go up in make the game more interesting which gives way to deciding which spell you feel it better for you. You have 8 slots to hold weapons, magic and other items to use in battle etc but which ones to go into which slots.
Gameplay (10/10)

From what I have seen there are 2 aspects to this game: Story and Gauntlet.

The Gauntlet:
I first went into this by mistake right as the start with no clue as to how the game work and died very quickly. I tried again thinking I made a mistake somewhere only to die again. It was then I discovered the story aspect and realised that the gauntlet is a straight into dungeon rogue game to last as long as possible. Will try that once I complete the story aspect

The Story:
This the main part of the game which introduces you to the game mechanics as well as the object of the game. Build up your hero male/female with weapons bought or found, fight monsters, gain gold and acquire other items scattered about the dungeon to help you . There is a town which you have to build to acquire more weapons and allow you access to your magic spells etc. In your quests in the dungeons you will encounter NPC characters/creatures who will give aid in battle with their own style of weapons. As to what the story is about well I will leave that up to you to find as I am finding out now.

Criticisms:
I only have one. When you hover you arrow mouse over the buildings it would be nice to see the name of the building. I sometimes select the blacksmith when I want the armoury or select the vault thinking it is the armoury. but that is the only quibble.

Bottom Line
This is a game is fantastic with its old style look that should appeals to gamers old and young. It has sharp, colourful animated graphics, with good game play, nice sounds/music etc and once you learn the game mechanics it is very easy to control. A big thank you Spellbind Studios for creating a beautiful looking rogue style game. Score (9/10)

Elvoc
Elvoc

I can’t say enough about this game, just so many things that keep me coming back for more and I haven't even finished it yet.

Pros:
Numerous amounts or items with random stats
Items add enchantments as they get used
Ability to use all and any weapon according to your main stats - I have yet to run into an item I was too low to use
Town additions to help with armor and weapon upgrades-can be leveled with special item and gold
Town Enchanter, Misc. store, Inn for Pets, Loot storage box, element and Health pot crafting (also randomly in dungeons)
Pets to take along with you in dungeons
Gem placement into socketed Equipment for extra stats
Different level dungeons with loot to match - (recent Change)
Turn based combat that actually contributes to creating strategy and not just taking turns
Random NPC characters to meet and join you in Dungeons
Dungeon Merchants for selling all your useless loot while in dungeon
Random spawning Treasure Imps that drop great loot (reminds me of D3 treasure goblins)
Dungeon Teleports for moving around once discovered while in dungeon
Developer is responsive and active in Forums

Cons:
Not many really mostly little stuff
Character creation is limited (appearance)
Dungeons get a little repetitive with same enemies
No way to upgrade Backpack or Inventory Bag
No way to replace or remove Gems once socketed

I am sure there are some features of this game I missed in the Pros but just from the things I listed you can see that this game is a must have, one of the best Indie RPG's Dungeon Crawls I have played in a long time.

I believe there is only 1 town to create but I would LOVE to see a DLC in the Future with new towns and Dungeons.

If my review doesn't help you decide to pick up this game please come into the Forums and ask your questions, there is a lot of us playing and more than willing to help with explanations if the developer doesn’t beat us to it :)

Alcaron
Alcaron

The movement is pretty clunky and requiring mats for casting spells kind of ruins the game if you like playing dungeon crawlers as a caster, it's melee or...melee...as you will never find enough mats to cast spells even 1/100th of the combat. Which is a real shame.

Yes teh spells do a LOT of damage, but so does my staff. And the spells would give it variety over the fairly cookie cutter combat.

VG Purist
VG Purist

Rogue Wizards has touches of brilliancies marred by an overall lack of things to do outside of dungeons.

Fight and Movement animations slow the pace of the game down horribly as it threatens to ruins the game. At one point, I began to blink my eyes sleepily as I battled through one of the levels.

The town development system and crafting seems very shallow even after over 10 hours played. There really isn't much to do in between dungeon crawls besides selling off your weapons and armor and hoping to gain new ones.

Thankfully the visuals comes to Rogue Wizards' rescue as the dungeon environment comes in and drops away from Line Of Sight.

Loot system is quite nice as not only do they have loads of it, but also "ranks up" and gains new abilities the longer you have them equipped.

https://youtu.be/KQbByRT9Ljw

Rogue Wizards may be best described as a turn based "Diablo" dungeon crawler.

Overall an average game with an extremely cautious recommendation. Buy this game only on sale as the current version does not seem to offer enough.

xterminal86
xterminal86

This is one of those few games that you like from the first sight.

Sandsifter
Sandsifter

I like this game, I really do. I have 300+ games installed, and this is only my second review on steam; Hands of Fate was my first. Hands of Fate because I thought the design was really unique; Rogue Wizards, because one mechanic was stopping me from enjoying a really good indie game.

It's a great time filler. Not as complex as some other rogue-likes, which is not a bad thing. Dungeons of Dredmor is probably my favorite in the genre, and the fact that I'm comparing them favorably says a lot. That said, here is the one thing that is almost stopping me from continuing to play it further:

The damn tiles popping in and out. It's annoying as hell, makes me dizzy after a while, and serves absolutely no purpose.

I'm not sure if the point of it is to minimize memory use by not keeping everything on the screen; other than that, I can't imagine why that would be part of the design. Granted, it's cool when you first see it. I thought it was cool in Bastion. But Jeez, lock the tiles once they have been discovered. Put in a "fog of war" if you want, but don't keep things popping up and down through the entire game. It's almost a game-breaker for me.

One other small complaint. When I'm hallucinating, and I've killed all the bad guys, don't make me hit the space bar 45 times until the effect wear off; it serves no purpose.

Otherwise, nice game.

JeepersCreepers
JeepersCreepers

Slow and boring. The animations and enemies taking their turns just kill enjoyment
The ice dungeon is particular boring, with enemies causing you to slide all over. I frequentlly WANTED to be frozen, because then I could get a hit in.

👽🐬 Old Black Nerd🐬👽
👽🐬 Old Black Nerd🐬👽

Why can't I stop playing this extremely flawed game with annoying mechanics? Whether it's mud screen cum, ice floor spam, rock dropping spam that makes it take forever to move, or the awkwardness of moving in general (it's so slow, I understand it's the art style of having the level appear as you play but I wish it was faster, it wears thin very fast) I play non-stop, waiting to see the next level, trying out the newest weapon, upgrading my stores, finding wizards....

It's one of those games that has a "one more dungeon" type deal, but when you play it and you get a dungeon of gryphons or those rock dudes, or mud cum slingers that block your screen, you sigh and question why you're doing this but when you get a dungeon with regular enemies that don't slow down the gameplay, it's actually really fun!

The developers are nice, they respond to your feedback (There's a button in game, which I think all games should have), so that's another plus, because communication is a great thing, especially to a lowly whiny complainer like myself.

I recommend this game, but just have patience for the aforementioned things that mess up the flow of the game. If you don't, then I suggest wait, because the developers are ironing out the kinks because they're cool like the other side of the pillow.

Boner Queef
Boner Queef

There is no easy way to quantify this rogue. Everything about it screams hard work and dedication. Similar to Sproggiwood but with the fun RNG loot style of Torchlight - this game is going places. While not the hardest and most challenging of rogues, the difficulty scales quite nicely as you level. It never feels too easy, but not too hard either. I consider rogues of all kinds to be something of a casual style game but I find myself being drawn into them for longer than other types of casual games. That said, I don't like when rogues are so hard you feel like you're never getting anywhere. This game also has a nice progression system too. The loot and gear management is quite familar to Enchanted Cave. All of the best features taken from other great games and then re-designed to suit it's own style comes together in this title so dang nicely. Absolutely stellar game.

If you like rogues - or even any of the games I referenced above, you're sure to love this game.

...just don't touch the mobile version unless you like throwing away money.

Miko
Miko

Very nicely presented, lots of charm, plays like a free web game or a $2 mobile app. The screenshots had me expecting a Disgaea-style tactical RPG, but it's pretty much click to move to the next room, click on the nearest monster to attack, click on chest to open it, click on treasure to pick it up, rinse and repeat.

Rabid Urko
Rabid Urko

A great dungeon crawler game, loads of loot and weapons/spells.
Awesome artwork and sound.

Regular updates and comms from the dev, makes for a quality game.
Well addictive.

Waladil
Waladil

Had a negative review up with a number of issues, devs responed to people's criticism and released patches improving the problems, game became more fun.

Deleted negative review, replacing with positive review.

Good game developing done right, listened to people's concerns and fixed them.

EDIT: Apparently, despite officially deleting and writing a new review, people's comments remain. Any comments prior to 7 October 2016 were written based on the negative review.

Atheum
Atheum

20 hours in and I have a very good idea about how I want to review this game. It's a top down, dungeon crawler. Loot heavy type of game. If you've played Diablo, Torchlight, Darkstone, etc. than do I really need to go into detail about what kind of game this is? No, didn't think so. Okay, I don't recommend it and here's why....

The Bad:
1. The weapons. These include sword, axe, bow, spear, chakra, staff, and throwing weapons (wands fit into this catagory). Let me elaborate. The spear is a two handed weapon, but it gives you no perks in being two handed. It doesn't hit harder, and you don't get to hit an enemy two squares away from where you stand. Staffs are the same thing. So, you're not even going to use them because the sword and axe at least allows you to use a shield. There's no two handed swords. You're not going to use the throwing weapons because they have a max of 5 ammo. That's right, you find an amazing throwing dagger, and you can only use it 5 times, and it's gone. GONE. Wands are the same way. Bows don't use ammo, so you're going to use bows. So, you only look out for a new swords, bows, axes..that's it. The Chakra is to laugh at because it's SO weak. Who cares if it hits multiple enemies if it doesn't even put a dent in them, it's worthless. Weapons suck. Oh, yeah, I'm lvl 40 in the game.. max is 50, and I've only come across 2 wands.

2. The gear. This is a dungeon crawler and you want to get that new gear right? Well, there is some good gear, but here's why it's bad. It'll have a rank, say 30 out of 35. It'll level as you get hit or walk for boots. When it ranks up, it'll open up a new random enchant. That's right RANDOM. So this is where you'll get pissed. I have an epic chest piece, and it's at rank 34 of 35. I find a new chest piece, and I'm like, but I really like this armor that I have. I'll wait and unlock the last enchant before I make my decision, and it happens, and you'll get pissed if you're unlucky. It unlocked Wands +1. Stupid Wands.. WTF am I going to do with a dumb enchant like that when wands are so extremely rare and not even worth using. Now, if you're even luckier you'll find gear with Slots. Good luck with that though because they're even more rare. Yeah, I have a socket item that gives you an extra turn every 11 turns that goes into boots. Yet, I can NOT find a pair of boots with sockets that are worth a damn, they are SO rare to even have a socket anyway. You're better off just hoping that it'll rank up and unlock this perk. Oh btw, there's NO RESIST MAGIC GEAR AT ALL. Just take it like a champ, and beef up that ice shield.

3. The story. It's boring. It's not confusing. Evil wizard takes over, you fight other wizards to finally get to end boss, everything else is meaningless and who cares.... When you beat on of the 6 school of magic wizards and go back to town, everyone in town has something stupid and meaningless to say. Yeah, yeah, just let me sell my loot...

4. The enemies. There's only like what 10 different enemies or something. The ones that ram you are the worst. They knock you back a square, so you better have a bow, and you will, because it's only one of three weapons you're ever goign to use. The wizards you fight, which are cheating bosses, all look the same with a little twist here, (i.e. oh, they're just different color.) They use the same magic as you can, except they get two hits every turn, while you get one. Maybe three even, cheating bastards. Copy and Paste, boring... I think I came across a total of 2 elite enemies the ENTIRE time I've played this game.

5. Attributes. There's 3. Strength, Stamina, Finesse. I can't spell. When you level up you get 4 points to put where you like. Just put a point in each and one more in stanima the whole way through the game because you're not going to sspecialize in anything except....

6. The magic. There's 6 schools of magic, and you start off with fire. I haven't even unlocked two types because I'm never going to use them. The best is Ice because it offers a shield, chance to freeze, and to do OP damage to baddies if you freeze them. Second is Life because of the teleport heal which will get you outta situations and the Swarm is nice. Fire is third, and Sky is 4th. Screw the others, don't waste you're points into it. When you level you only get 3 points to put where you like. NOW, where do you think they're going to go? That's right, your Ice Shield EVERYTIME, Your teleport Heal, EVERYTIME, which gives you one more? that's right FREEZE, EVERYTIME. Also, you're magic uses ammo vs mana, and ammo is so available in late game, but it's a dumb idea because it takes up bag space.

7. Maps are redundant. They look the same after while. The stuff on the ground throughout the map has no interaction. You may come across a trap here and there, but ooooo, it's not going to really effect you. The map will also get in the way. You're unable to rotate the camera, so if there's an enemy by where you can select your weapon/magic, you'll do that instead of shooting them with your bow. If they're up at the top right, the mini map will get in your way.

8. The game. Yes, the game itself is BORING. IT sucks. I'm sorry guys, it does. I'm bored as hell with this game. IT's like they didn't even do their homework on other games in the genre. They put a twist on it like depth perception and making it turn based which is w/e it works but there's still WAY better games out there. This game was like $15 bucks. Yeah I paid $5 for Torchlight 2 and it's 100X better than this game. There's even mods for that game. This game here doesn't have ANY replayablity. You're not going to do ANYTHING different the second playthrough that you didn't do the first time. Shit, why did I buy this game. That's it, I basically told you everything that's in this game. You go into a dungeon, click, click, click, click, click, take a potion, click click click.. damn where's that last enemy or chest, go down some stairs, click, click, click, click, boots leveled up, oh nice.. FUCK +1 to Wands...... click CLICK, CLICK, CLICK, come on come on.... Click Click... same eneimes, hate the ones that ram me... oh okay boss, finally something fun... CLICK, switch to it's weak magic if I took it, click, click, click, potion cause pet is about to die, click click, and BOOM dead, click leave dungeon, go back to town, shut up shut up, want to see weapons.. ALL SHIT.. .sell sell sell sell sell sell, upgrade shop, SHIT weapons again... sell sell sell sell, rinse and repeat... Game sucks! If you're going copy games like Diablo or TL2, or even Darkstone, do you're homework and make it better than those.. Oh wait, you can't, because they already thought of everything. So yeah, by those games instead of this one.

The Good.
1. The Devs. Yeah I slammed your game and I'm not sorry. I like you guys though. Thank you for listening to my suggestions. If you want to listen to one more, then stop this game and go make something else.

2. Artwork. Love the artwork! That's the BEST thing about this game, the BEST. Hands down, you did a wonderful job Sir!

3. I was going to recommend that at least an eight year old play this, but that's only if they like turn based, if not, go play Disgea 1 or 2. If you don't like turn based, go play Torchlight 2 as it's not as dark themed as say Diablo. Plus you don't have to log into Blizzards horrible servers to play your game 8).

4. The depth perception is new and interesting concept of this game. Works well for this style but everything else just kills the game. Nice touch though.

PlasmaChemist
PlasmaChemist

I enjoyed it. I beat the game in about 14 hours, and I never really found a reason to use anything other than a bow and spells. Melee weapons were certainly more powerful, but if you're within melee range, you've already made a terrible mistake. The loot was random and mostly useless, but there was the occassional rare item that was worth keeping. Only ran into one bug, which was easy to work arround (submitted a bug report for it), and the devs seem to be pretty dedicated, so I don't expect it to be an issue for much longer.

Indo Jimbo
Indo Jimbo

Fun dungeon crawling rogue like. Once you start a game its hard to put down. Developer is still tweaking the game even after release.

khaerle
khaerle

Rogue Wizards is a fun and fine looking Rogue-Like.

It offers depth and lots of customization + progression.
Being far from being 100% balanced the game is still a lot fun and the devs release frequent patches.

It is a pitty that it is so hard to find games like this one.
Grab it and support the next next patches.

TheronGodspeed
TheronGodspeed

Too simple. Too easy. Too boring. Such a shame...

d_rape
d_rape

Pretty fun to start, but gets boring very quickly. The limited number of opponents means that every quest is a grind. Every quest ends with a boss fight that is almost rock, paper, scissors in its simplicity. Wait. Wait until the dev makes new content to make this something other than a time killing, time waster.

Lestat2150
Lestat2150

I waited a year for this and it feels like a mobile port. Writing leaves alot to be desired. It's hammy and feels as if it were written for children. As for the gameplay....it's alright. I got bored after the second dungeon. There's a hub like many have said, where you upgrade in between dungeons and that makes this a rogue-lite. I still refunded it however after just 30 minutes. I just wasn't feeling it this time. Maybe it was the writing, or the goofy looking character model's. Probably a bit of both actually.

nafaustu
nafaustu

I can't stop playing this. The story isn't particularly complex, but it scratches the ocassional itch I have for a Diablo style, hit the monster until candy fall out, type of relaxation. The story is novel enough to keep me motivated, the monsters come in bizzare combinations of varieties, and you can't predict what you'll be fighting in advance in most of the procedural generated dungeons, so there is a fair bit of learning what they can do, and applying strategy on the fly. Its perfect ofr its pricepoint, and does exactly what I wanted it to do.

ralinsilver
ralinsilver

Not exactly sure why its called Rogue Wizards, unless that title is refering to maybe some other character in the story. Based on how I killed most of the enemies I killed there was very little need for magic. My axe was so much better than the magic.

The "mana" mechanic is in this game is very hindering, bascially you collect items of enemies and crates to fuel your spells. If perhaps every enemy dropped a minimum of 3 mana gems it might make the game actually about an actual wizard. ATM mana items are just too rare to make it even worth it. Its like that super weapon you get in an FPS, the ammo is rare so you end up saving it for a "big fight" that never actually comes along. On top of this changing to a spell from a weapon takes a turn, your better off just continueing with your weapon.

The turn based mechanic need to be improved, ATM its overly fustrating. Moving around a map is: Click, Wait, Click, Wait, Click, Wait. Movement should be smooth and free. Changing Weapons / Spells / Items should be free not take a turn. In fact if this were about a Wizard and his "magic" Spells should be a completely different bar.

I doubt any of these things will change, they seem to be pretty much the core of the game. Unfortunately im gonna have to give this a thumbs down.

Toroon
Toroon

Cartoony and bright roguelike. I liked the art style. Played through the full story and enjoyed the 30 hours it took. In this game, your items such as armor and weapons level up too, for a short while anyway. Makes them a viable choice from just picking up the latest drop. Spells are limited by reagent drops, so can only be used at critical moments

Didn't like the dungeon crawl "gauntlet" mode. The game auto spawns helpers, who are as powerful as your main. So any extra damage you get from smart play only adds a minor bonus to party damage. That worked OK in story mode, but not in a permadeath dungeon crawl. The game was worth it to me for the story mode play; but it might be one to add to the wishlist a wait for a sale.

Suma
Suma

First Review...

So far, it seems like a good and polished game. It's addicting with some of the features found in Diablo and other RPG games, but a Diablo game, it is not... I don't think it's trying to be a Diablo type game since it's got turn-based combat. It's more dumbed down than some of the more robus RPG's, but it has it's addicting qualities and has many well thought out features. There are some great ideas here that will keep you interested and it's fun to play.

There are two game modes you can play. Story is an RPG game and Gauntlet is a Roguelike game with perma-death. The art, animation and sound are all done very well. I do wish they let us choose more character models, but I understand how much work that is and it is a single player game. At least you get to choose male or female and name your character. All weapons, armor and items are reflected on your character when equiped. So that's a plus.

Some people complained about the tiles popping in and out being a visual problem. For me, the tiles popping in and out never bothered me and I didn't even notice it after a while. I just wish more tiles were displayed at one time. It would make it easier to get around without having to constantly look at the minimap and the maps wouldn't seem so small, but it's not really a problem.

Other's have complained about the combat being slow or clunky, but it's not. It's as fast as you want it to be and is very strategic IMO! There is a great amount of effort put into supplying the user with information regarding all weapons, armor, items and enemies. You won't be wondering what item is better or how to defeat an enemy. The dev's did a great job on giving the user information! KUDOS! I WAS very happy with my purchase! See my EDIT below...

The game runs silky smooth without any crashes on my computer.

Hardware Overview:

Model Name: MacBookPro 11,5 (Mid 2015)
Processor Name: Intel Core i7
Processor Speed: 2.8 GHz
Number of Processors: 1
Total Number of Cores: 4
L2 Cache (per Core): 256 KB
L3 Cache: 6 MB
Memory: 16 GB Type: DDR3 Speed: 1600 MHz
Video Card: AMD Radeon R9 M370X, VRAM 2048 MB

Operating System: OS X El Capitan version 10.11.6 (64 bit OS)

EDIT:

After playing longer, the game is just not as fun. Difficulty ramps up and resources to cast spells are very slim. You only get to carry 5 healing potions which kind of ruins the game IMO. I'm not sure I want to continue playing... Almost too much of a grind even for me who LOVES to grind!

IMO, if they took out the stupid resources needed to cast spells, gave you the usual regenerating mana and took the health potion limit up to 10 or more, it would make the game so much better!

EDIT AGAIN! So I keep changing my review because the dev's did put A LOT of work into this game and just because I don't like the resources needed to cast spells, is no reason to not recommend this game. I do keep coming back to play and I did purchase the GOG version also to support the dev's. So I will recommend this game. It just frustrates me sometimes...

Klokinator
Klokinator

I rate this game a 5/10.

You may wonder why such a low score? Let me say that this is not a bad score. I'm not scoring it like a movie review where anything below a 7 is AWFUL GARBAGE. This game is not awful garbage. It's actually pretty okay. This is a dead average game, with many games that are better, and many that are worse. Luckily, it can be fixed if the devs decide to do so.

The good:
-The game feels polished. Sometimes when you play a game, you get that nagging feeling not all the features are implemented or something, but not in this game. It feels like a complete game. That doesn't mean I think it's a good game, but I digress.
-The artwork is really great! Wish I had a bit more playable character variety other than white guy/black woman, but indie games usually don't have the budget to expend on stuff like that, especially when the existing characters look so good.
-The music is pretty good, probably a 7/10. I've heard some bad indie game music before, so having something passable is nice. Would I ever buy the OST? No.

The bad:
-While being isometric is not a negative, I'm personally not a fan of games that do "tile fade in/out" when you walk forwards. I understand why it was chosen, but for me this makes movement very clunky. At least the minimap allows you to move around without getting lost, and you can click and hold to move in various directions.
-I encountered one major bug, it will probably be fixed at some point when I'll update this review. The bug was that when a very common enemy mudslinger type throws their mud at you, it 'mucks' up the screen (Intentional), which is fine, but if you load a menu or open your inventory the screen goes black and you have to exit the inventory to return to normal view, except now your hotbar disappears. This is a big problem because I don't see how a bug this bad could slip through Q&A. It happens every time with a very common enemy type. For me, this soured my image of a polished game.
UPDATE: After one and a half years, the devs FINALLY fixed this bug. FINALLY.

The really bad:
-Expectations are key. This game creates an image in the steam store that isn't fulfilled ingame. For a game titled "Rogue Wizards" you'd expect to have quite the spell variety, eh? No. Jump to 0:28 on the steam store trailer. See that image of the spells? Count them. Each one is a single spell, for a total of 18. In a game about Wizardry, I expected a very diverse array of spells, and instead you only get access to 6 spells to start, then you unlock more as you play after pumping points into some of the crappy early spells you probably didn't like.

-18 Spells isn't necessarily limited. The problem is that spells are not fun to use. There are two types of spell: The type where you press the spell button and they activate instantly (Fun to use) and the kind where you press the spell, it wastes a turn switching to that spell, and then you can cast the spell. Switching back to your normal weapon wastes another turn, meaning if you want to cast a spell just once, you'll waste two turns switching to and from it. The game makes NO distinction between those two types of spells, you just have to try them and remember them.

-Hey you're a smart person, so whatever if the spells are limited and half of them are basically unusable in combat! But the spells are also very finite. The only way to cast a spell is via limited gems that drop from enemies. For example, to cast a Fire type spell, you might need 2 of the red gems. You cannot start earning red gems until you unlock fire magic, and once you do, they will randomly drop up to one at a time from each enemy.
Notice that I said "Up to", not that every enemy drops one gem. Many enemies don't drop any. In my experience, it's about 50/50. The enemies on each level are finite, and if you have all 6 magics unlocked, that means you will get one of each gem, on average, for every 12 enemies defeated. Let's say there are about 50 enemies per level (It varies based on size), that means that you will possibly receive 4 of every color by the level's end with a couple extra left over.

The base spells might cost only 2 gems, but some don't, and the upper spells usually cost a lot more. That means if you are in the midgame and you clear an entire level, you might have enough for one or two casts of a magic spell, but that's usually only the base tier spells. Green magic's base spell, for example, costs 15 green gems! Wow!
Finally, there is a finite limit on how many gems you can hold in your inventory of each color. 100. You may have 100 red gems, and 100 blue, and 100 yellow, etc.
So you don't even have the option of stockpiling these gems up for a serious battle. Don't get me wrong, 100 red gems is enough to cast Fireball 50 times, but not the more advanced magics.

This is all fixable, thankfully. The problem is, I'm guessing the game's devs are locked into this system and have balanced around it heavily. A shame. Were I to recommend any changes, it would be these:

1. Remove the limit of 100 gems per color. It's dumb.
2. Make all of the spells instant casts. This is the most important. I can live with all the other issues if I'm not wasting a turn switching to a magic.
3. If you can't even do number 2, the LEAST you could do is differentiate which spells are instant and which ones are not in their descriptions. Edit: Turns out the game does make a distinction. I specifically looked for this yet never saw it, weird.
4. Also, minor quibble, when you unlock a spell, it becomes your equip if it's an equippable spell. This means I will often unlock fireball, return to the game, attack an enemy, and cast a fireball instead of attacking with my previously equipped weapon. I don't know if this is a bug or intended behavior, but I personally don't like it.

TL:DR

The game is really not bad. The enemies are balanced decently enough and the variety is okay (I think there's only like 20 enemies in the entire game excluding bosses though), but the magic system, which this game named itself for, is just abysmal. This is the biggest killer for me.

Also, I thought the story was kind of boring, but the game has zero unskippable cutscenes, so that's a net positive for me.

Other thought: Companions and pets suck. You can't alter their inventories or see their stats or anything, and they can even be a detriment, specifically against replicating slimes. If you deal enough damage to kill a slime in one hit, it won't replicate, but your idiot companion and pet always hit them with weak damage, causing them to replicate. You can't kill them fast enough!

The companions also charge forwards like idiots into whatever tile hazard is sitting on the ground. "OOOOH ACID, LET'S CHARGE TO OUR DEATHS!"

I really genuinely dislike them. Giving me some form of control over them would make them a lot more interesting.

rizaloo.kulianatosaro
rizaloo.kulian…

Fantastic game - reminds me of Diablo a lot what with all the equipment that drops and the sheer varition. For those looking for a challenge there is the gauntlet which is basically a "dive down as deep as you can till you die" mode. Otherwise you can play the story mode which has town building (getting your merchants, upgrading them, etc.) and dungeons you can select of varying difficulty levels.

The visuals are very charming; reminds me of shatterred planet which is a game that's probably not well known, but in short the 2D sprites and animations are just fantastic.

Enemies all have their own strategies and powers so it's never just about moving one grid point or waiting so you can hack them. You'll get to know (and hate) a lot of them as they will use powers of their own to try and mess you up.

Equipment also has ranks (levels) and each piece levels up as you explore and/or use them. So for example after firing my bow a few dozen times it can upgrade and get a new affix like +10% crit hit or something else random. Very cool, I had one piece that had leveled up 4-5 times and was crazy good; very sad when I had to upgrade it.

The game runs on my potato computer too which is great. Overall I'm very happy with my purchase, it's a game I'll play for hours on end. I also have the mobile version but the PC version is much better as it is designed for one-time premium purchase and no IAP.

Hellbishop
Hellbishop

ROGUE WIZARDS am loving it. Very exciting immersion drenched atmosphere with alot of monster and loot variety along with plenty of character customization similar to TORCHLIGHT and DIABLO. Audio and music are top notch. Dungeon level design makes me feel like am looking at a boardgame map of HEROE'S QUEST yet totally its own unique character.

Weapons and armor are all over the place while feeling balanced in the way they appear in the world with plenty of stats and a easy to make equipped/unequipped loot comparison ui when moving the mouse over items.

Graphics have that just right feel of creepy fun with a Dungeons And Dragon heroic shine.

It all adds up to one amazing maxed out tabletop turn based rich experience. One of the best dungeon crawlers out there perfect for relaxing.

ROGUE WIZARDS BUY IT! PLAY IT! Feel the mesmerizing magic and clash of steel against forces natural and VERY UNNATURAL! YA HA! HA! HA!

^7ja^1co
^7ja^1co

Bit repetitive and simplistic but pleasant game.

rcdpress
rcdpress

Nice graphical touches, very slick little rogue style game but the gameplay here is fairly straight forward and is a grind. Worth the price for the time it will take to play through the story mode but once that is done it is debatable as to whether you will want to stick with this again.

Tactical element here as monsters have different attacks and ways of doing things and obviously forces you to try and find or pick the right strategy to deal with each situation. Fairly simple, good coffee break style game and a game you can dip in and out of. For the price it is recommended but is not a "deep roguelike" - could do with more stuff but definitely worth picking up if you like the genre.

teh.FunKiller
teh.FunKiller

This is a fun game. I like it more on PC rather than my iPad.

It feels inspired by games like Bastion (map design & the way it draws on the screen), Fate by Wildtangent (the atmosphere & loot), with a very fast & simple turn based combat.

Plays very well with Mouse & Keyboard such as Fate, or if you're not familiar with that, think of Torchlight--point, click, pickup loot & go.

I really like this game, and will play it more often than others that cost way more than this title.

I rate it 10/10: Highly Recommended!

Aztec Shmaztec
Aztec Shmaztec

Neat Rogue-lite with some light town building. More to it that meets the eye.

Farshad
Farshad

I've seen many games claim to be Rogue like dungeon crawls and be just horrible.

This game is exactly what I would think a traditional Rogue like game would be. There is a save, party members, easy to play, lots of upgrades, items, etc, and at the same time, super simple.

Just excellent!

tschembri
tschembri

This is a really nice little game (if picked up in a sale). Nothing really special or original, just well done and polished. It's more of a casual game you can pick up and play in small doses.

john dune
john dune

good game reminds me of torchlight

Bird
Bird

If you've enjoyed Diablo, you'll enjoy this, it's a worthy successor in the genre.

If you haven't played Diablo, but like the dungeon crawling genre; it's a good one.

Nice, slightly funny, good, clean interface & graphics, simple but effective game engine, and it seems there are no game-ruining bugs (in fact I haven't seen any bugs so far).

^1BigBossMan1978 [BE]
^1BigBossMan19…

Hi guys, let's discuss Rogue Wizards for a bit here shall we..

First of all, this game reminds me greatly of the 'Braveland Trilogy' and that being said you can already create a pretty good idea about, ''if you're actually going to like it or not'' because i know such games might be a bit too boring for some.. I'm a bit of a geek so i guess i couldn't go wrong with owning a copy of this nice looking and fun to play game.
But again, it's just like i said before, you'll either going to love or hate it but that doesn't make this a bad game if you don't like it.
And that's precisely why i'm letting you guys know, why i personally like this game a lot.

Let's talk about the graphics: The game looks pretty nice and cartooney (like Braveland and such) and the animations are nicely done although don't expect blitzes all over the screen or bright flashes because this game is by all means not a AAA graphical masterpiece! But all in all, it looks pretty nice, it doesn't glitch and it works well with everything else.. So what's not good about that, right?
Let's talk about the music/sound: The music for this game is pretty much kept simple although the tunes are catchy and the animation/effects etc all sound just as one would expect from such a game. It works pretty well together impo.
Now let's talk about the gameplay: The gameplay is set up in turnbased mode as soon as you encounter enemies or obstacles such as hidden traps etc. The grid/map is also devided in tiles, so each step you make will be on one of those tiles each turn. While in battle (outside battle those limitations are absent) you'll need to do some planning as to whether to move, change weapons, cast spells or heal yourself during the turn/time you're given. Everything is done in steps so make note of that when you're used to playing a dungeon crawler and you like to rush in like Rambo because this is not such a game.. You will be whimpy at first, but soon enough you'll be wearing nice armor, wielding massive weapons and using destructive spells (you can explore, craft/sell stuff) all at the same time which i personally think is a really nice way to let you as a player experiment freely. Also you'll earn a ton of experience along the many main and sub quests, so each time you earn a level up you can invest those points into 3 separate skills such as Power, Finesse, and Stamina. (and you'll unlock more buildings along the way too that upgrade/sell you all kinds of neat stuff..)

There are 3 primary character based skills, namely: 'Power, Finesse and Stamina'..
Power: Speaks for itself as it will allow the player to boost the strength of the character, including increasing the damage output for all his attacks.
Finesse: Is your basic dodge, shield, luck counter that will affect pretty much everything you do so don't ignore that skill!
Stamina: Works hand in hand with Power, because both make sure you can remain longer in tough battles while making it possible to dish out a world of hurt to those that seek to end you (it's a Roguelike right)..
However, you're always accompanied by 1 or two minions etc that can usually hold their own pretty well, unless cornered by bosses or packs of poisonous blobs etc.
After completing missions you will be rewarded by gaining additional magic points that you can freely spend in the magic skills department which is always helpful when you would or better said will be encountering tougher enemies and bosses. Note that each enemy has resistances and weaknesses so make sure to spend those points at the earliest sign you're encountering foes that are immune to your current skill/weapon sets etc.
Don't worry though, because you can freely adjust your character within any level so just keep your eyes open when you're facing an enemy because it will be made clearly visible as to what his/her strengths and weaknesses are.

I can say much more about this fun game, but it is probably best that i don't spoil you guys too much and so all that's really left for me to say is, get the game at a sales and play it just like i did and hopefully you'll enjoy it as much as i do too.

Lord Douglias
Lord Douglias

Dungeon Crawling for fun and profit. Some here have complained it is too simplistic or easy. I find it strikes a nice balance, stripping away all but the essential rpg elements. It is not a hard game per se, but if you do not play with some disipline and vigilance your charactor can easily die. In story mode there is not much of a penalty for dying, so this aspect of the game could defiately be improved. Maybe the cost of a regenate potion should scale up with your charactors level. I prefer story over gauntlet mode. Gauntlet mode is too stark. In Story mode I like returning to town between dungeons which helps break up the repetitiveness.

Slore
Slore

It starts off as something fun and entertaining, then it quickly becomes monotonous and tedious. Every mob either has knock backs or summons. It's just not fun to spend 8 turns to go 3 blocks to attack an enemy. These are the basic mobs, elites and bosses of course do more. Bought it on sale, but have to say I'm still disappointed.

Random
Random

So I am going to recommend this game, but just barely. It is a 5.5/10 in my opinion.

There are several good points. The graphics and animations have a charm to them. The music and sound effects are fitting. The controls are very well presented and easy to understand. The UI was a little large for my taste (I assume to be able to support mobile) but that was not a deal breaker.

However there are several points that hold this back. First you are a wizard with extreme limitations on how many spells you can cast. You are also limited in how many runes you can hold, so you can never build up a huge amount of a favorite spell even with grinding. You basically save your spells for the bosses... which means you are really a Rogue WARRIOR not a Rogue Wizard, as you will spend most of your time with axes, bows, chakra's and staffs.

Also, switching into a spell takes a whole turn in the turn based combat, which means it is very clunky to try and use your full arsenal. Basically, choose one weapon or one spell, and that is what you will want to stick to for an encounter to limit damage. This is especially true when so many monsters have knockback or stun or portal or summon abilities.

The above two issues means that the game quickly becomes very shallow. Good for a few hours of fun at most, but after that the lack of spells and the repetitive nature of the loot and monsters with no compelling end quickly gets old.

Buy on sale, if at all.

( °□°) ︵
( °□°) ︵

It's a good game for its price. It's not a great game though. It's just a treadmill for the sake of being one. Everything scales to you, so there's never a sense of progression or that your character is getting better. It's very much a resource management game as well; you can only have 5 potions, you have limited spell components, and it takes a turn to switch between items and most spells.

It has things that seem neat, but once you realize that it's pointless, they lose their fun. There are shrines and enchanters you can use, but there's no real point to do so because the next dungeon you go in all the loot that drops will just have scaled up numbers so they'll be better. Sure you might have a piece of gear for a few levels, but when you replace it, you won't seem like you've received a great upgrade. It's still going to take you the same number of hits to kill everything because they scale up along with you.

You have three stats, but it's not like you can decie how you want to build the character. They don't seem to do anything, and are just there to make you spend them to equip the scaled up thing that just dropped. Putting stats in never actually feels like it helps you out. It's just a resource for you to spend.

Speaking of spending, all you do is spend your gold to upgrade your shops to the next scaled up level of gear. So that you can spend your stat points. So that you can kill things in the same number of hits as you were before you leveled up.

It's a fun few hours, until you realise how pointless it all is. Play it through once for the story, if you like stories, but it won't ever feel like your character is getting better as you go.

Finaldemo
Finaldemo

Its makes me remember Final Fantasy Tactics and Tactics Ogres, light but great history and has an vasty variety of spells and weapons.

JukesboxHero
JukesboxHero

*** Rating: 4/10 ***

"An entry-level dungeon crawler with strong aesthetics that obfuscate weak gameplay mechanics and a general lack of player engagement."

PROS:
-Great graphics
-Engaging music and setting

CONS:
-Simpliest mechanics
-No difficulty

From the perspective of an avid dungeon crawler, I feel this is a very entry-level title to the genre. The meat and potatoes are here, so this is a very good place to start if you are just getting into these types of games. If not, like me, you going to want to pass.

stekaz2008
stekaz2008

I must say after 50 hours of play so far this game is surprisingly very moreish. I say surprisingly because it is doable without much real thought largely due to its turnbased nature, even so it keeps drawing me back. The music and graphics are very pleasing to both the ear and the eye too. Its a very well rounded game and well worth the money although I believe it could be bettered in two ways at least. Firsty by being able to remove and replace the items from the sockets and also (now this is my real issue) when you come to upgrade the blacksmiths etc initially this is useful but after level 20 or so becomes almost pointless. But these are only small gripes. Its a very good leisurely play :)

Wungle
Wungle

Pretty straight forward hack and slash turn based combat game. Not much strategy so far except maybe choosing the right attack for the right creature -- every creature has a weakness and immunity.

A.C.C. The Limper
A.C.C. The Limper

Do you like Diablo? Do you like turn based combat? Then this is the game for you! It's literally a turn based version of Diablo which is oddly fun to play. The two major drawbacks are that the game doesn't scale very well (just like in diablo when you'd spawn that ONE Elite/Miniboss that was basically unkillable) and the gameplay does get very repetitive. However, the story is a bit amusing and there are some fun little things to do like leveling up your weapons/armor etc. If you're a grind enthusiast, it's actually kind of relaxing. If you can catch this on sale, it's definitely worth a few hours of your time.

[<3] Tartmallow
[<3] Tartmallow

This is what happens when Diablo 2 meets Dora the Explorer. Cute, and challengingly casual, the plot leaves a lot to be desired, but the game mechanics are satisfying. If you are looking to fill up on shiny loot and rich textures, this game won't disappoint.

LordNavarre
LordNavarre

Cute, fun and yet interesting.

I picked it up on sale for cheap and I enjoy it!

Beatles Eternally
Beatles Eternally

This game is an absolute gem. It succesfully combines the best geatures of dungeon crawlers, RPG, and town management. The emphasis is on dungeon crawling and Rogue Wizards does this very well. Don't underestimate thisgame because of the Torchlight looking graphics. LikeTorchlight, this game wants to smash your face in. The skill bar works very nicely and you are not locked into a build. In fact, it seems as though the game encourages melee, ranged, and magic combat equally. Unlike some larger titles like Diablo III and Path of Exile, in Rogue Wizards you can't spam health potions. I hasten to add that I am only four hours into the game so the 5 health potion limit may increase as you level up. Oh yeah, and the level cap is an insane 800! Rogue Wizards is bursting with content and at least for me is addicting as, well, anything that is addicting only more so. As you explore you'll see the dungeon being built ala Bastion. Your line of sight is limited meaning that you need to plan your movements and tactics carefully.

Your character levels up and at each level up ypu also can learn new spells or augment existing ones. You also have a pet and at times there's and NPC who will accompany you.

In addirion to the main story line and sprawling dungeons there are also "town gauntlets" - four endless dungeons - rifts to conquer and so much more. Again, this game is packed to the proverbial rafters with content.

I realize that the preceding paragraph is a jumble of words, It's 5:15 AM so I am not concerened with writing a tidy essay. Get this game! The developers deserve it; they are responsive and for the amount of things to do in game, 14.99 USD is a steal.

Count Minaba
Count Minaba

Where did that 36hrs go already? Rogue Wizards is simply fun and then another 3000+ point of fun on top of that again! Once you get a roll on and understand all the mechanics it's almost hypnotic in gameplay as you chase never ending level-up-ing and go into a maniac like looting craze. You need to also balance a lot of fantastic stats and buffs on your gear and weapons to become a wrecking ball of a toon and thats also bloody good fun. Bought this on sale for $3.74 and I've had a hoot of a time compared to some AAA titles I bought in 2017! Super recommeded and absolutely value for money!

GusDeCooL
GusDeCooL

I accidentally found this game from my followed currators.

Played this game for a few minutes in PC, this game feels like clicks hell, most of the time in game, you will clicking a location to exploring which it repetitive and boring. but the animation kinda looks cute that make me want to give this game a chance and keep playing.

Then i think, if this game available in mobile phone, it will be great considering mobile phone touch environment and this game didn't require high specs of hardware.

And viola, i found this game in iOS. which end up is a total dissapointment as the game on iOS is feel like Free but Pay to Win. Here is the short summary: after i finished the tutorial level and back in town. The level after that is unbalanced, the enemy is hard to kill and when the enemy is dead, they will blow up and hurt your character to kill it in slow way but definitely. Which quickly make me think "meh, so i already need to buy coins using real money."

Conclusion:
1, This game feels like a mobile game that ported into PC game, which i found the UI/UX feel strange on PC
2. Bought this game on sale for $2 and still feel dissapointed considering the lack content & game mechanic it offer.

night4
night4

Pros:

- It's fun and colorful with decent sound
- Lots of gear
- Cool spells
- Weapons all work differently
- Rather addictive

Cons:

- Name is misleading; you're *fighting* rogue wizards as primarily a warrior (at first, anyway)
- Limited magic
- Not quite worth the full price (on sale, though, definitely yes)
- UI randomly disappears when hit by mudslingers

The game feels like if Torchlight became roguelike, which could be a good or bad thing, I suppose. Personally, I like it.

Some tips:

Don't just use one weapon; change weapons based on the enemies you're fighting in that particular dungeon. Also, Shield prevents nasty debuffs/status effects/knockback, so use it if you're annoyed by those. And if you want to play as a full-time mage, hoard wands and enchant them until they get recharge, then just swap between wands.

kumori
kumori

I was going for the 100% achievements, but the game is mind-blowingly dull.

Strong points first:
* I like how the monster abilities synergizes. And (what I guess is) a random set of monsters you can meet on a level.
* I also find the aesthetics fitting. Nice even.
* I think I recall some close calls on the early levels. Which made things interesting. I may have been mistaken though. It's all a haze now.
* I believe the randomly generated characters you meet could have been nice in another game.
* I like the trap mechanics. Detect-hidden items are well rewarAnd its gone! Your item is no longer valid.

Bad stuff:
* The linear arethmetics for leveling and gearing and monsters. You do the EXACT same thing at level 200 as at level 5. It's as close to a cow clicker you can get without having any in-game purchases. It's really bad. It's padded with your need to change equipment. A lot.
* No difficulty.
* Not a shred of strategy.
* You level out of your items before you can say CA
* This game makes me angry at all poor decisions the devs must have made.

I feel the need to extrapolate on something here because I feel there could be some potential for things like saving gear for certain monster combinations. I mean a real strategic choice god forbid! But what's the point if the gear is old before you have completed the dungeon you are in. Instead you just go with whatever attack or defense is highest. And soon you won't even look at the stats the item gets as it levels up, because it doesnt matter, within a few minutes it still will be vendored. Green arrow? Change equip. Not even the character stats you gain as you level matters other than to unlock item requirements.

This is a $2 dollar game in my book (though I am quite poor). So grab at 90% for some 5-10 hours of decent gameplay if you know what you are in for. Have a good audiobook nearby and you might even enjoy it. Don't go for the 100% achievements - You'll hate yourself and the game.

Have a look at the achievements and inspect the bosses (achievements that are named "Defeat ...") You should notice they are all the same except colors (and beards!). That speaks volumes about this game. That's the amount of variation you are signing up for.

edit: Ah, I feel bad. In retrospect the game isn't all that bad as I make it sound. I should save my reviews until after the rage has faded. Anyway, it sure isn't a $20 title!

Roland Deschain
Roland Deschain

This game is a fantastic breath of fresh air in the genre. If you like games like Torchlight, Grim Dawn, Van Helsing then you should definately give this a go!

thornofnight
thornofnight

In its current state, I cannot recommend this game. I read the commentary on the mud-on-the-screen / black HUD error, and still thought I could muscle through it. I take pride in surviving games way longer than normal. In 7 Days, I typically go over 500 days without dying in a new game. And even that's because I'm surprised and take on a bear with a shovel. But dying in this game simply because the health potion is simply gone is inexcusable.

THIS game, however good their intention is, is unpolished and only half-thought. Yes, there's a story, and yes it's pretty, but it's just not a whole game. The biggest issue is the mudslinger HUD removal thing. I'm to understand this game is not early access, which makes it a full release game. But in under 3 hours of playing, I've already got a vanishing HUD. It would be one thing if you could interact with the missing HUD by guessing. That'd almost be a 'game mechanic.' But this is an unmissable mistake. Even the options menu is inaccessible during these outtages. Not even a phantom window appears. But this error doesn't even happen ONLY with mud on the screen. I've had it just... happen. Not even in combat. Just standing there trading with the vendor.

Then there's other stuff. I was pushing through my dislike of the black screen. I had cleared all the enemies on a floor, and had disabled all the traps. All that remained was the locked chests. Thankfully, I had bought 2 keys in the overworld before I entered. I had 2 chests left and only 1 key. It's not like you can just go back to town and hope the vendor has more keys, either. I get to one of the two chests, praying that it will drop another key, when something NEW happened: The key BROKE. If that sort of thing is going to be included in a game, it makes some RPGs more fun and challenging. But every single other game with a key-breaking mechanic TELLS you it can happen.

But that wasn't the biggest concern. After the key broke, leaving me with 2 unopened chests, it dawned on me: I BOUGHT my last two keys. They were not drops on the floor. All containers were smashed, all mobs killed, everything else was done. If I hadn't COME IN with 2 keys, I would have been 4 keys behind. If each floor has goals which include killing all the mobs, opening all the chests, and disabling all the traps, and all the mobs are dead AND all the traps are disabled, then taunting the player with the missing reward caused by the devs decision to not include enough resources... That's just unreasonable.

If there are goals, and no option to reach them, at least let the player know. SAY that keys can break. Say that it's LITERALLY impossible to 100% all floors. Make it clear than you CANNOT use health potions with mud on your screen. And for the sake of gaming, leave it in beta-testing until it's ready to be released. This is not a finished product. These issues lead me to believe that there are even more problems buried further into the game, where no one has yet been able to find them since they can't get past the HUD-mud in the first place.

Nobistik
Nobistik

Admittedly this game was getting tedious by the last two stones but all in all if you're looking for a mindless straightforward dungeon crawler this one's alright. I give it a pass, with a 6/10 but would definitely say there are several other games that I'd recommend before beating this one. Also, pro-tip don't try to build a crit based build, it'll be in vain.

Medic Prime
Medic Prime

I found this just addicting enough to recommend. It's mostly about getting loot, upgrading the loot, and using the same spells and tactics throughout the different dungeons, which feels weird after awhile. The amount of crowd control mechanisms and ranged enemies make me wonder how anyone is ever supposed to play anything but a ranged character, yet tons of the loot is melee weapons. The game's pretty, though I did encounter a bug with the mudslingers' graphics effect (don't try to switch to your pack while you are mudded, btw). Overall, I had fun for a few weekends playing this and completed it for completeness' sake. Definitely grab if it's on sale.

Norik
Norik

A great ide and a terrible implementation. The game design is plain bad: some things are so OP you cannot avoid getting them. Some options are so ridiculously useless you do not understand why they are there. The graphics are underwhelming, but the style and the art itself is not good either: not entertaining nor captivating enough.

nguyenminhtien
nguyenminhtien

Devs still support. The game still alive. Rogue Gauntlets is life :D :D :D

Elhazzared
Elhazzared

The game has good potential but the execution was poorly.

The aestetics of the game were good, the learning curve was easy too and those were the main positives.

The negatives start with poor information as to what certain things do or affect and to which extent they do it.

Enemies don't have a list of abilites nor is there a sort of monsterpedia that shows what they do after you defeat them.

Some monsters have annoying abilities which while you can avoid easily, your dumb AI controlled companions cannot. I'm talking about things that create temporary areas of damage, acid being the worst offender.

Other things that are terrible can be you being on pretty much high HP and good gear and you just die suddenly to a single hit or a puddle of acid dropped by a bos which should not oneshot you by any means.

Many spells are either bad or feel that are only there to be a different element of damage.

The idea of spells being a limited resource makes sense, what doesn't makes sense is the way you go about giving one specific resource for each school of magic rather than working with a mana pool.

Swaping weapons and even swaping into some spells consumes a turn. This is quite agravating because you often want to cast a spell to get the use of an effect and often want to swap back to the weapon and in the meantime you lost 2 entire rounds which is very unforgiving.

Weapons are horribly inbalanced. Ranged weapons basically do no damage, while it's understandable that increasing the damage on melee to make it a viable choice, lowering the damage on the ranged weapons to the point that was done here just makes them worthless.

Lastly the wiki which could have at least brought some information actually has nothing. It was created, but almost everything is blank.

All in all, it seems all the money went into the aestetics (although armor worn should show on the character), and the rest became an after thought.

Nab
Nab

Best point: It is over after a a comparal short time for a rogue title.
The tile drop and float effect gets old after 5 minutes after which you can thankfully disable it.
The game poses absolute no challenge. Go into dungeon. Kill stuff. Sit through inane and pointless conversations. Repeat.
I don't know if dieing is a problem or if you lose progress. I never did. That in itself is a problem.

Rather play Sproggiwood. That doesn't come with a pretentious story and more variety

Ch4osftw
Ch4osftw

Great dungeon crawler here. Its simplistic yet very tough as you progress. Armor and Weapon leveling system is top notch. many pets you will find along the way to help you in battle. I highly suggest this game. Its just a hair too high fully priced, but I would still recommend buying it on or off sale.

Cpt.Grok
Cpt.Grok

This is an approachable, enjoyable modern take on the roguelike formula. I would say this is not strictly a roguelike because it lacks permanent death and any kind of food clock or mechanic to push or force progress. If something like Caves of Qud or ADOM is too daunting, try this. If you are looking for all the classic roguelike features with a polished graphical interface, there might be better options. I haven't found it particularly challenging, but it has been fun gearing up and smashing monsters.

The Chosen One
The Chosen One

perfect for shorter bursts. the game allows you to save and resume from where you left off.

Keebs
Keebs

Get it on mobile, mechanics would be fine there. But as a full PC release, it's lacking in the everything department.

ShieTar
ShieTar

A fun little dungeon crawler, with a very rewarding loot system.

JiCi
JiCi

Very good game at low level.
But, as soon as you own the good talisman's, it only takes you 20 minutes to go from level 400 to 800.
Chakram well damage boosted with ring and amulet become a kill them all weapon (no need of other weapon's).
Magic is of no use !!
No Eng Game challenge.

But, I still had a lot of fun

Absolut
Absolut

It's just not very fun. The idea of roguelite games is pretty established. Click things, level up, get new things to maked you more powerful. This game just isn't that compelling. The graphics are pretty enough, the presentation and town are pretty enough, but the basic gameplay loop is just drab. This is a $5 game at best.

BleedBlack
BleedBlack

A great little rogue-lite in the classic turn-based mold. Updates have made it better, even years after release, recently. It is absolutely great as a game to keep open and play at your own pace as you can. It is not the most expansive game out there, and it still has bits of its mobile-port roots showing but nothing affecting game-play. Choice between regular story-mode and gauntlet let you choose between perma-death and death meaning almost nothing, the gauntlet also lets you share loot between runs with different characters. Very limited vault space is an issue, but since you level your gear up it is not a massive deal. Overall, it is more than worth playing, especially if grabbed on sale.