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Development Updates #18

🧙‍♂️ Development Updates #18


Dear Wizards, in the last 2 weeks we were mainly working on fixing all controller related issues. We reworked whole input system to get rid of all bugs with the old one. Besides that we added few QOL things and finally started working on the story part of the game.

[h2]✅ Added:[/h2]
  • [Story] Added end dialogue triggering after finishing the game on easiest difficulty level.
  • [Shop] It's now possible to sell spells and magic weapons to the Shopkeeper.
  • [Shop] Item Grade now affects it's price.
  • [Perks] Added option to auto level up (without the need of pressing a key to select a Perk).
  • [Camera] Camera is now locked on boss fights.
  • [Enemies] Added real description to the Chilly Imp and improved it's AI (to be a little bit more annoying to deal with).
  • [Loading Screen] Added 10 new quick tips displayed on the loading screen.
  • [Tooltips] Added tooltip that you can skip the tutorial by ignoring Kalila (the first NPC you see).
  • [Achievements] Added new Steam achievement.


[h2]🔄 Changed:[/h2]
  • [Mana] Increased base mana regeneration per second and mana regeneration per second gained when leveling up.
  • [Controllers] Improved aiming with a controller.
  • [Controllers] Default controller keys icons changed from PS4 to XBox.
  • [Lights] Significantly reduced projectiles and effects lights intensity.
  • [Audio] Lowered volume of take damage SFX.
  • [Tutorial] Shortened few dialogs in the tutorial.
  • [Boss Portals] Changed sound and volume of Ancient Desert boss portal.
  • [Artifacts] Buffed percentage heal of Shamanic Spellbook (0,3% => 0,64% of all damage done).


[h2]⚙️ Fixed:[/h2]
  • [Controllers] Fixed a bug where it was really hard to unlock things in meta progression when using a controller.
  • [Controllers] Fixed a bug where sometimes both XBox trigger buttons were treated as the same button.
  • [Controllers] Fixed a bug where it was impossible to use few buttons on some controllers.
  • [Controllers] Right button is now responsible for "Exit" action instead of the Start button when using a controller.
  • [Mouse] Fixed a bug where it was impossible to bind extra mouse buttons.
  • [Keys] All keys now react faster once clicked - fixed short delay when trying to do some actions.
  • [Resolutions] Fixed issues related to Steam Deck resolution.
  • [Magic Weapons] Fixed a bug where Magic Weapon was still present after unequipping it.
  • [Tooltips] Fixed Climb tooltip. It will no longer be shown outside standing on ladders.


[h2]❌ Removed:[/h2]
  • [Controllers] Removed welcome popup suggesting to play using keyboard & mouse.
  • [Settings] Removed option to change "Controller's Aiminig Speed" because it's no longer needed after improving aiming on a controller.


Stay tuned for the next updates!

Development Updates #17

🧙‍♂️ Development Updates #17


In the last 2 weeks we were mainly working on making summons able to cast spells and enchantments, creating extra animations for the Ancient Desert boss, improving the tutorial and making it more clear that you took damage or are on low health.

[h2]✅ Added:[/h2]
  • [QOL] Added special sound when taking damage.
  • [QOL] Increased visual clarity when taking damage and when on low health.
  • [Bosses] Added new attack for the Ancient Desert boss.
  • [Summons] Summons are now able to use all spell enchantments.
  • [Spells] Added 6 new summoning spells.
  • [Quests] Added difficulty level restriction for some quests. Some quests were too hard at the beginning while others were too easy on higher difficulty levels.
  • [Tutorial] Added question mark towards Astral Portal in the first run activating after leaving the tutorial area.


[h2]🔄 Changed:[/h2]
  • [Enemies] Bosses and Minibosses now always prioritize attacking player over summons or charmed enemies.
  • [Spells] Reduced base duration of all summoning spells to 8.25 seconds.
  • [Level Generation] Ice level can no longer be the first level in the first run. This had to be done because other biomes are better for introducing new players to the game.
  • [Destructive Objects] Buffed base chance of dropping Magic Weapons from destructive objects 5.5% => 6.85%


[h2]⚙️ Fixed:[/h2]
  • [Minimap] Enemies are now freezed(unable to do anything) while the minimap is open.
  • [Enchantments] Fixed a bug where sometimes enchantments debuffs were not working.
  • [Spellweaver] Fixed a bug where Spellweaver could sometimes spawn inside a wall.
  • [NPCs] Destructive objects should no longer spawn on top of NPCs (making it impossible to spawn items which were impossible to pick up)
  • [Destructive Objects] Fixed a bug where it was possible to abuse spawning first spells from destructive objects by exiting the level and loading it again, leading to having insane amount of spells.
  • [Dialogs] Fixed initial dialogue with the Void Eye.
  • [Summons] Summons of your summons will no longer attack you after few seconds.
  • [Summons] Fixed a bug where your summons could be damaged with your explosions.
  • [Enemies] Fixed a bug where Leech enemy was not moving after attacking their target.
  • [Enemies] Fixed Savage Rat attack hitbox - he was unable to deal any damage if his target was standing close enough to him.


[h2]❌ Removed:[/h2]
  • [Tutorial] Removed first mission from the tutorial (about jumping).


Stay tuned for the next updates!

Metroidvania-inspired action roguelike 'An Amazing Wizard' now on Kickstarter with a demo

One game you should keep an eye on that was briefly covered here recently is An Amazing Wizard, an upcoming action roguelike that looks pretty fun.

Read the full article here: https://www.gamingonlinux.com/2024/03/metroidvania-inspired-action-roguelike-an-amazing-wizard-now-on-kickstarter-with-a-demo

Development Updates #16

Kickstarter Preview


🧙‍♂️ Development Updates #16


In the last 2 weeks we were mainly working on new boss room, adding story behind quests, making initial runs way more fun, buffing summoning spells and spells merging.

[h2]✅ Added:[/h2]
  • [Rooms] Added new boss room background.
  • [First Run] Extra random spell now always spawn at the beginning of the first run. - so you can test spells merging way faster now.
  • [Spells Drop] There is now 70% increased chance to drop first 2-4 spells from destructive objects.
  • [Quests] Added initial randomized dialogues for quests.
  • [Quests] Changed initial dialogues and detailed descriptions in quests.
  • [Enemies] Added Chilly Imp enemy.


[h2]🔄 Changed:[/h2]
  • [Sprites] Reverted reducing quality of all sprites. - game size is back to more than 2GB because reducing the quality of art was causing some unacceptable issues.
  • [Spells Merging] Increase base change of successful spells merging.
  • [Spells Merging] When merging spells fails then only the worse spell will be lost instead of both spells.
  • [Enemies] Moved all temporary enemies from level 2 to level 3.
  • [NPCs] Spellweaver NPC now spawns way closer to the starting area.
  • [NPCs] Quest NPC now spawns further away from the starting area.
  • [FPS] Changed maximum FPS limit from 300 to 144 (default value of 144FPS limit is not changed).
  • [Spells] Nerfed Lesser Fireball base damage (23 => 18.5).
  • [Spells] Power of the Bones now summons 2 => 1 skeletons, it's mana cost and cooldown was reduced by 50% and now this spell has 1 => 2 charges.
  • [Spells] Ratatata now summons 3 => 1 rats, it's mana cost and cooldown was reduced by 66% and now this spell has 1 => 3 charges.
  • [Spells] Summon Dark Puppy now has 2 => 3 charges and the summon duration was increased to 4 => 5.25 seconds.
  • [Spells] Summon the Army now summons 2 => 1 enemies, it's mana cost and cooldown was reduced by 50%, cooldown changed to 21 => 16 seconds and now this spell has 1 => 3 charges.
  • [Spells] Summon Werewolf spell now has 1 => 2 charges.


[h2]⚙️ Fixed:[/h2]
  • [Dialogs] Both player and enemies are now immune to all effects during dialogues.
  • [Quick Travel] Both player and enemies are now immune to all effects while Teleporting Altar(quick travel window) is active.
  • [UI] Fixed a bug where sometimes some UI elements were flickering (it was related to reduced quality of sprites).
  • [Achievements] Master Class Spell is now working as intended.


Stay tuned for the next updates!

KICKSTARTER - MARCH 8th!

Kickstarter Preview


The idea to run a Kickstarter campaign has been with me for a long time. I know we can finish the game, but how long it will take on my means? My disposable income is not enough to make the game I want to create.

Partially, the art was provided by the publisher, Erabit. But I do not want to dive into "funding" and share rights for our game, so we had a mostly marketing deal. Only in case something unfortunate happens to me or Ivan, Erabit would follow our designs to complete the game.

Wants vs. Needs
According to the current plan, before the Early Access this year we need to do the following:
  • 26 mobs, 3 minibosses, 2 bosses in all 5 biomes
  • Final boss
  • Void Level (final one) tiles & decorations
  • Languages: English, Chinese (Simpl. & Trad.), Polish, Spanish, Italian
  • Basic Dialogues


What we would love to have:
  • 20+ more enemies, including 4 extra minibosses on higher difficulty levels
  • At least 2 more final bosses and more normal bosses
  • Secret Bosses
  • 10 more Spells & 20+ more Weapons
  • More skins for MC (currently it is one in different colors)
  • More animations for MC (special animations when you are on low health, having magic hands always visible and animated better, etc)
  • Showing picked up Artifacts on MC
  • Manga-like cutscenes
  • Lots of secrets
  • Romance/Hidden Story
  • More NPC dialogues (generated based on your progress like in Hades 🤩)
  • More Languages Supported
  • Console porting
  • Commission soundtracks
  • More Trap Levels
  • More Interactable Objects inside levels


€10,000 will be enough to make the game x2 better!

Another reason is, I want more people to leave a handprint in the game. After the Kickstarter, I will focus on creating the content that will be voted the most. This way it will not just be my game, but a journey shared with more people.

Disclaimer 95% of the Kickstarter revenue will go to the content creation, and 5% will be Kickstarter fees. The publisher will not receive anything from this campaign.

-Gobo
[previewyoutube][/previewyoutube]