Step into the robe of Kevin, the exceptionally handsome but woefully inattentive wizardry student, whose gorgeous face has just been stolen. Follow the thief through the dangerous dungeons beneath the academy, encounter mythical monsters, and learn powerful magic along the way!

The Wizard is a quirky, turn-based dungeon puzzler with a unique spell casting system, lovely 16bit-look and high-quality soundtrack. Can you make it through the monster-filled mazes to catch the mysterious thief?

The Wizard: Original Soundtrack

If you enjoy The Wizard and would like to support us, we're offering the original soundtrack for donations of $6 or more.

The Wizard: WizHarder Edition

The Wizard is coming to Steam! Check out the announcement trailer and wishlist now!

Updated 4 days ago
Release date Jul 23, 2014
AuthorsHypnotic Owl, Crabman, dr.hackenstein
GenreRole Playing, Adventure, Puzzle, Strategy
Made withPhaser
TagsChess, Dungeon Crawler, Magic, Turn-based, Turn-Based Combat, Turn-based Strategy, Wizards
Average sessionAbout a half-hour


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The Wizard: Original Soundtrack 54 MB
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(1 edit)

When I saw that the enemy was frozen for three turns I thought that it meant that the enemy was supposed to be frozen for three of my turns, not three of the back and forward between enemy turns

Also, on the third turn the enemy is able to move again after it ends. If it is a full turn, then the enemy should move the ability to do an action back to me.

Yeah that can be a bit confusing at first. They are frozen for three enemy turns, the first one being right after you cast the ice spell. So for the first frozen turn, it doesn't move at all, and then two more turns where it only has limited movement. After that it's back to normal, but you can refreeze at any time to bring the count back up (careful with fire though, that'll thaw it right away ;) )


This is a very well designed game but more of a puzzle game than a rogue-like. The movement and spell-casting mechanics are great. There's a nice 16-bit aesthetic and the music fits well.

this is a pretty cool game, i can't get past the 3rd lvl (spiders) does anybody have any tips?


I can't really offer you much advice other than replay it until  you get it right, and be weary of the spiders sensing range,  which is around 3-4 tiles,  make sure to get noticed from a spot that takes a couple turns to get to.


Using the (if possible upgraded) freeze spell allows you to decrease their high movement speed so you can decimate them using magic missile and shock.

thank you so much! 

(2 edits)

The game seems nice, but is EXTREMELY stringent about how you should progress through a level in the early part of the game when you have little health, I had to restart the room after the spiders over and over because I'd misstep once, and I'd end up with a spider right next to me, where freezing would do nothing. It blocks one point of damage from that position, but with 6 health the effect stacks up over time fast.

I don't mean to be mean, I think the music and art is great,  the game is fun to play even if it's annoying to misstep once and have to restart the level. If the art is part of a tileset, I'd like to know where it's from.

But playing the game is tedious and borders on being unfun due to how specific the way to  complete each level is. I blame this mostly on being given such weak spells that have to be used perfectly, or else they don't do enough damage to an enemy to save yourself from dying.


I get your criticism, but I don't think the spells are at fault. It's not fun to replay the level each time you misstep. Unfortunately retrofitting checkpoints or an undo feature was too much work at the end. I recommend either playing the game on a lower difficulty or really thinking through every step like you would in a game of chess.

Oh and the sprites are by Oryx:

Yeah I guesed that, I'm a big fan of the Project Utumno Tileset that he and some other people worked on and,  it's got every material known to man in it (every material known in dungeon crawl stone soup at least!)

That's a cool project, no doubt! But there's just something special about Oryx sprites (at least his 16bit and lo-fi stuff). I can't put it in words, but every time I look at his sprite sheets I get so inspired to make games with them!

If I may add my 2 cents: I don't actually disagree with you there. The first few levels still give you a bit of slack so you can familiarize yourself with the way it controls, but around the spiders and especially the graveyard level, the gloves come off, so to speak.

The game is very focused on strategy, and a particular approach to it at that, so after the first stage, using that strategy is mandatory to advance. I know that comparison is all sorts of tired, but it's a little like Dark Souls in that sense, there's a particular way you have to play or you will die. That includes a lot of trial and error until it finally clicks, which some people get a huge kick out of and some are left frustrated by.

Here's the good news though: Once it does click, you'll have a much easier time. You'll get more spells and upgrades, which opens up the options on how you can complete a level, and by the end, you'll probably breeze through, not because it got any easier, but because you mastered its way of thinking.

If that sounds fun to you, trying over and over until you have that satisfying "Aha!" moment, you'll probably have a good time. If it doesn't, you probably won't. And that's okay, it's a very particular kind of game, so of course it'll mostly appeal to a very particular kind of player.

Me, I love it. I mean, I should, I'm one of the developers, but I wasn't at all involved with the design, so I had to figure out what the heck Hackenstein was doing there myself. I do get a massive kick out of that though, but then, I also debug for fun, so what do I know :D


Very good music. Good bitmap graphics. The drawing of the spell is a nice idea, but after a while you ask yourself "Why do I have to do this every time" ?

But well executed game, imho.