Paper Wizards cover
Paper Wizards screenshot
Genre: Indie

Paper Wizards

Crash Fix!

fix a crash reported on Discord :)

0.10 Update!

Hi everyone!

This is a small update focusing on polish and bug fixes.

Next up would be boss encounters and some more polish!
And if I have the time, I would finally start on hazards & platforming :)

Full Change-Log:

  • End dungeon celebration should now be more clear
  • Dungeon environment now changes after boss defeat
  • Magic spell configuration not been saved fixed
  • Fixed a small bug on menu where it doesn't respond to key presses
  • Fixed parts going off the screen if you have too many
  • Added some animation to encounter difficulty selection
  • Added some explanation to base effects of spells during creation
  • Reveal Essence spell now works on flying enemies too
  • Reveal Essence spell now shows you the type of the next dungeon room
  • Fixed an early game exploit for "infinite" parts
  • Fixed new parts inventory not been cleared properly when re-entering the dungeon
  • Fixed a Keybind issue when the key alternatives are identical

0.09 Update!

Hi everyone!

This is quite a big update, removing lots of old stuff and adding new systems or laying the groundwork for future new systems.
The game now very much resembles its future permanent state as far as the levels are concerned.

I expect bugs! please let me know on Discord if you encounter any :)

Full Change-Log:

  • Parts are now randomized and distributed based on the environment type of the level
  • Dungeon level is increased properly when defeating a boss encounter
  • Desert Zone sprites are reworked a bit
  • Environment Blockers (collisions) are reworked a bit to make more sense
  • Enemies now animate when getting damage to increase visual feedback for when exactly they are getting hit
  • Enemies now have a specially colored particle emitter when they receive an elemental damage to make it more obvious when they are "burning" or "electrocuted"
  • Mana palettes now spawn across the level instead of only in the center
  • Extended saving system to include the dungeon, now you can exit inside the dungeon and things like your world position, weather you collected the treasure/defeated the enemies, and all previously collected (but not claimed yet) parts are preserved until you exit the dungeon proper
  • New encounter mechanics are added to allow you to choose the difficulty, if you pick harder encounters you will gain a modifier (based on the level of the dungeon), or easier but next couple of treasure chests will be empty.
  • Crystal gain is added based on the dungeon level
  • Fixed shader that made the enemies flicker
  • Fixed Melee enemies to actually damage the player
  • Added new GUI/UI assets to increase clarity of the new systems


Known Issues:

  • Sometimes your magic spells configuration is not saved if you are exiting immediately after setting it up
  • End Dungeon Celebration doesn't show dungeon level or bosses defeated yet (shows ? instead)
  • Dungeon environment doesn't always change when defeating a boss and continuing to "Go Forward" in the portals

0.08 Update!

Hi everyone!

I've decided to transition the game completely from a linear level structure to a procedural level structure. Later, I will add another new game mode: survival.

All 3 linear levels are removed. The game now has endless levels - you still need to find the boss room, but defeating this encounter will only increase the difficulty and, in the next update, will give you crystals. Currently, crystals are unobtainable.

New parts are obtainable through treasure rooms in the dungeon (currently only the AOE part is obtainable), but this will be randomized according to the environment you find the treasure in. Treasure rooms will also become platforming challenges later on.

The game should be able to entirely support previous game saves, but special parts (found in dungeons) will be removed and spells using them will have a default part inserted, potentially adjusting their effects.

Full Change-Log:

  • All hand-made dungeons and levels are now removed
  • Levels are now procedural based on a simple linear curve of difficulty
  • Progression is now dependent on finishing the boss encounter and is seamless
  • Removed all special parts (these will be replaced with a standard part if used in spells or removed if in inventory)
  • It is now possible to exit dungeons whenever you want, retaining any parts collected
  • Modifiers were nerfed
  • Fixed a a bug where some parts of a constructed spell will be removed and the spell will become un-useable and deconstruction will be impossible
  • Fixed small visual bugs in the construction spell GUI
  • Fixed stamina restoration is now adjusting for slow motion

Bug Fixes

Hi everyone!

This update (and the one before that I didn't announce) were about major bugs that badly affected saves or crashed the game.

The game should be more stable now, and as the game grows it would be easier and easier for me to miss things so I expect updates of this nature will be more common.

0.07 Update!

Hi everyone!

This update I've added the "Modifiers" mechanic to the crafting system, now you will be able to tweak your specific spell with specialized parts to increase it's effectiveness & mana consumption even more.

These parts are currently impossible to gather, and the current plan is to add later on a "Rouge-like" dungeon mechanic where you can gather these parts based on how far you can survive in the dungeon.

0.06 Update!

Hi everyone!

This small update I've created new unique spell effects for the abyss branch, it was always meant to be the utility spell branch that can help in ways that not only damage the enemies!

0.05 Update!

Hi everyone!

This update I was adding some better functionality to the settings menu, now it's not only Sound On/Off but allows you to rebind keys, adjust GUI visibility, mouse sensitivity and FOV.

Full Change-Log:

  • Reworked interaction indications to be dynamic and more clear
  • Pause menu now actually pauses
  • New settings menu
  • Key binds available for most inputs
  • Adaptive GUI system showing itself When relevant to you
  • added FOV and mouse sensitivity as well as more direct control over sound volume
  • fixed some small exit visual bugs during combat

0.04 Update!

Hi everyone!

This update I've completed the deconstruction system, and you still get every standard variant of parts at the beginning of the game for the time being.
I've done some other necessary fixes and adjustment, like the save system - older saves will not longer work.
Also Hold mechanics are now reworked and balanced, it would consume proper amount of Mana and would not hurt you as you long as you are hold them (if emitted from you and are not placement like AOE or Point)

Full Change-Log:

  • Deconstruction system - returning crystals & parts used in spells
  • slight enhancement to spell customization tab
  • added make new temp texture for stuff
  • polished shop visuals
  • fixed shop refreshing every restart of the game
  • map can now be opened with Tab
  • speech bubble polish
  • Hold mechanics reworked
  • Mana consumption fixed
  • fixed bug where parts aren't being saved properly
  • fixed bug where shop isn't being saved properly
  • fixed potential crash with Snake enemy
  • fixed potential crash when dying and enemies are targeting you still
  • added some padding to avoid errors during room transitions

0.03 Update!

Hi everyone!

This update I revamped the crafting system. It should be more intuitive, clear, and satisfying to create your spells.
I only just managed to make it work yesterday, so I didn't have much time to test or polish. It might be buggy!

Breaking spells has been pushed for next week.
Next update I plan on fixing all the things that were reported during this week and polish up the crafting system a little.

Full Change-Log:

  • New crafting interface & interactions
  • fixed crafting ranges to be absolute and not relative
  • removed "null" print on crafting information when no special effect is generated
  • fixed values presentation to be more clear (some values seemed to not move when adjusting sliders)
  • fixed crystal gain
  • save folder switched to C:\Users\USERNAME\AppData\Roaming\PaperWizards
  • added open save folder shortcut to game menu
  • fixed missing textures on treasures
  • fixed summoner mobs to not count towards kills at level summary
  • added guard against possible crashes when starting a new level
  • fixed shop effects not reversing after switching wands
  • added a little better logging system