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An Amazing Wizard News

πŸ§™ Prologue Release Announcement ✨

Hello! I'm Jakub, a Java developer from Poland. Together with the Venezuelan artist Ivan, we are creating An Amazing Wizard. This is the first game for both of us, and we would greatly appreciate your support by adding An Amazing Wizard to your Wishlist. Thank you!

[h3]PROLOGUE WILL BE RELEASED IN SEPTEMBER![/h3]
In the meantime, Alienware will be hosting a free preview playtest on August 2nd. Visit their website to gain early access. Just before the release, we will also open a playtest for everyone to try out the game.
https://store.steampowered.com/app/2920980/An_Amazing_Wizard_Prologue/

[h3]What is An Amazing Wizard?[/h3]
An Amazing Wizard is a 2D fast-paced metroidvania-inspired spell-slinging combat RPG game with detailed pixel art. You play as a wizard from legend, wielding the magic of 7 elements cast by mysterious hands. Enchant your spells and melee weapons, defeat enemies to level up and choose from 250 perks. Discover and equip 250 artifacts, and merge 100 unique spells in any desired order. Collect your lost memories and uncover the hidden truth about this world.

[h3]New to the Free Prologue![/h3]
We've added Spell Merge. You can now take spells to the Spellweaver and merge them up to 5 times. Here's an example:

Lesser Fireball: A magic ball that sets the enemy on fire:


✨MERGE TIME!✨


Cast Gravity Zone that catches the enemy in place upon Fireball impact:


Explore the new Ancient Desert world, a brand-new map with new enemies like thunder spirits that duplicate near you and mummies that strike from afar with extending bandages.

We've also revamped the UI for the Bestiary to make hunting more intuitive. And there are 2 new bosses and new elites that were not present in the previous demo.

Development Updates #25

πŸ§™β€β™‚οΈ Development Updates #25

In the last 2 weeks we were mainly working on creating more decorations for The Void, new enemy and extra QOL changes.


[h2]βœ… Added:[/h2]
  • [Audio] Added general boss battle music.
  • [Enemies] Added new enemy called Dark Wizard.
  • [The Void] Added even more decorations inside the The Void (final level).
  • [QOL] Added special menu allowing to swap spells into the preferred slot without the need of unequipping the spell first. This is a very useful feature when using controllers.
  • [QOL] Added special menu allowing to put spell to the Main Spell or Sacrifice slot when merging spells. This is a very useful feature when using controllers.
  • [Settings] Added Game Quality setting allowing to select "Very High / High / Medium / Low / Potato" quality. Changing this value will automatically change values of all other performance related settings.


[h2]βš™οΈ Fixed:[/h2]
  • [UI] Fixed a bug where it was possible to open Inventory while minimap was maximized.
  • [UI] Fixed a bug where when swapping spells in the Inventory by using the right click of the mouse, the selected inventory element was not changing to the clicked item slot.



Make sure to check out our official Discord server to discuss anything you want and give your suggestions!
https://discord.com/invite/nS6FvfzhJv

Stay tuned for the next updates!

Development Updates #24

πŸ§™β€β™‚οΈ Development Updates #24

In the last 2 weeks we were mainly working on creating decorations for The Void, thinking about the game's story and adding new languages.


[h2]βœ… Added:[/h2]
  • [Story] Created the main story line. Currently it only exists in a big document, but will be slowly added to the game over time.
  • [The Void] Added decorations to the final level called The Void.
  • [Translations] Added Portuguese, French, Ukrainian and Russian translations.


[h2]πŸ”„ Changed:[/h2]
  • [Translations] Updated Spanish, Portuguese-Brazil, German and Italian translations.
  • [QOL] Reduced maximum size of damage vignette.


[h2]βš™οΈ Fixed:[/h2]
  • [Shop] Fixed a bug where the Shop was sometimes spawning in random location on map when loading the game.



Make sure to check out our official Discord server to discuss anything you want and give your suggestions!
https://discord.com/invite/nS6FvfzhJv

Stay tuned for the next updates!

Development Updates #23

πŸ§™β€β™‚οΈ Development Updates #23

In the last 2 weeks we were mainly working on creating the final level called The Void, changing order of main meta progression upgrades to make them more gradual, making the last inventory tab useful and adding QOL to the Inventory (animations and extra shortcuts for controllers).


[h2]βœ… Added:[/h2]
  • [Biomes] Added walking ground for the final level called The Void.
  • [Items] Added Spellweaver's Soul. It's an item allowing you to summon the Spellweaver to your current location so you won't need to search for him in order to merge spells anymore. It is always present in your Inventory.
  • [Items] It's now possible to pick up Health Potions to use them later.
  • [Audio] Added general battle music.
  • [Tutorial] Added short tutorial informing about how to use the new Spellweaver's Soul item.
  • [Items / QOL] When you have full health and try to pickup Healing Potion then it will automatically add it to your inventory without using it.
  • [Items / QOL] It's now impossible to use Healing Potions from the Inventory when on full health.
  • [UI / QOL] Added animation of the currently selected Inventory Element.
  • [UI / QOL] Added button shortcuts for Merging and Swapping Slots in Spells Merging window to make it easier to use on a controller.
  • [UI / QOL] Added button shortcut for quick Selling Item to the Shopkeeper.
  • [Enemies] Added new attack to the Butcher Rat.
  • [Loading Screen] Added 2 new tips on loading screen.
  • [Rooms] Every Challenge Room have a chance to become Elite Challenge Room spawning only elite enemies, but granting extra Artifact after completing.
  • [Biomes] Added The Void tiles (walking ground).


[h2]πŸ”„ Changed:[/h2]
  • [Meta Progression] Changed order of all upgrades inside Crystal Altar.
  • [Magic Weapons] Butcher's Axe is now treated as a projectile.


[h2]βš™οΈ Fixed:[/h2]
  • [Audio] Fixed a bug where some UI elements were playing for the second time after closing the UI window.
  • [Dialog] Fixed a bug where you could instantly skip all dialogues by slightly moving the controller stick (because each slight movement was treated as a separate button press).
  • [Dialog] Fixed a bug where it was possible to use ladders while the Dialog window was visible.
  • [Map] Fixed a bug where player could get outside the map using moving platforms.
  • [Traps] Fixed a bug where traps supposed to deal damage over time were not dealing any damage to the player.
  • [Doors] Fixed a bug where some doors were not loading correctly.
  • [Moving Platforms] Fixed a bug where moving platforms activated by switch could not be activated when the switch was too far from the platform.



Make sure to check out our official Discord server to discuss anything you want and give your suggestions!
https://discord.com/invite/nS6FvfzhJv

Stay tuned for the next updates!

Development Updates #22

πŸ§™β€β™‚οΈ Development Updates #22


In the last 2 weeks we were mainly working on adding spoken dialogues, replacing soundtracks with real ones, balancing and bug fixes.

[h2]βœ… Added:[/h2]
  • [Dialogs] Added spoken dialogues (experimental).
  • [Dialogs] Player now speaks after collecting any item (experimental).
  • [Enemies] Added new enemy called Ancient Scarab.
  • [Music] Added real Ancient Desert level track.
  • [Music] Replaced Shop track with real one.
  • [Meta Progression] Unlocked items now spawn near NPCs locations so you can test them right away after unlocking.
  • [Starting Room] Teleporting Altar now always spawns very close to the Spellweaver location.


[h2]πŸ”„ Changed:[/h2]
  • [Localization] Shortened all items and perks descriptions.
  • [Audio] Reduced Shop, Quest and Spellweaver NPCs music change range.
  • [Settings] Adjusted default audio settings.
  • [Enemies] Flying enemies are now unable to spawn in Challenge Rooms because they could fly away from it, making it impossible to finish them.
  • [Challenges] Changed Lucky Survivor challenge: Now it required to kill the boss with 35 or less HP instead of the need of finishing a level with 35 or less HP.
  • [Level Generation] Reduced length of higher levels.
  • [Level Generation] Changed how levels are generated in the Void.
  • [Spells] Changed Energy Ball sprite to pixel art.
  • [UI] Improved visuals of Cooldown Icons (made them a little bit transparent).
  • [Enemies] Reduced Void Worm's Gravity Zone duration 3.5 => 2.25
  • [Enemies] Reduced Hemlock Dragon's Thorn Spikes attack range 20 => 15
  • [Enemies] Reduced enemies health and damage on highest difficulty levels.


[h2]βš™οΈ Fixed:[/h2]
  • [Curses] Enemies from Curse of the Eternal Battle will no longer spawn when dialog or minimap window is active.
  • [Curses] Fixed a bug where cursor was really hard to see when Curse of the Darkness was active.
  • [End Screen] Fixed a bug where enemies could spawn and attack you while End Screen with run stats was visible (they couldn't damage you anyway so it was just a visual thing).
  • [Inventory] Fixed a bug where when playing using Chinese language then the Inventory Items were overlapping each other (because of translation issues).



Make sure to check out our official Discord server to discuss anything you want and give your suggestions!
https://discord.com/invite/nS6FvfzhJv

Stay tuned for the next updates!