WizardPunk cover
WizardPunk screenshot
Genre: Fighting, Role-playing (RPG), Indie

WizardPunk

Fix for final boss issue and plant collection improvement

- Final boss wasn't showing up at all.
- Alchemist plants popup key wasn't always facing camera.

Release Notes (v1.0)

Launch day!!


Wooooh! It took awhile, but the 1.0 release is finally here. After two years in Early Access we finally wrapped it up. You can see the patch notes below, but besides that there were also lots of graphical upgrades and hundreds of bug fixes. Please report any bugs you see with F11 at the main menu.

Thanks to everybody who supported me on the journey, especially my mom. I've added most of the people who helped me play-test into the credits - they were integral to designing the game and I'm very thankful for them.

Patch Notes



  1. Introducing the new Dragon Tamer guild, adding a fresh layer of strategy and power to your arsenal.
  2. Explore the possibilities with Augments, allowing you to customize your run and enhance your magical abilities.
  3. Continue your wizardly journey beyond Day 6, facing increasingly formidable enemies with no additional progression.
  4. Immerse yourself in a visually stunning world with a graphics overhaul that breathes new life into the game.
  5. Experience re-balanced enemies, especially the final boss, for an even more challenging and rewarding showdown.







Thanks for reading, hope you enjoy the game!

- Keith
Founder of City Wizard Games
Twitter
wizardpunkgame@gmail.com


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We're also working on our next game, if you're interested please wishlist!

https://store.steampowered.com/app/2014160/Dock_King

WizardPunk's Future

It's been a wonderful adventure developing this game, and it will always be my baby. (Probably until I have a real baby at least) I have not got around to "finishing" the game with the 1.0 release. I got about 50% of the way there in the fall, but then I moved on to another project. With that being said, I would love to finish it.

However, I'm not going to complete the game unless I see some interest in the next couple weeks. That could come in the form of reviews, or just likes and comments on posts like this. It'll be on sale this week at it's biggest discount yet, so if I don't see people interested now in continued development, then that will be it. Either way, the development team (me, myself, and I) are very honored to have even gotten to the point of selling copies of the game in the triple digits. I've always dreamed of opening my own game studio, and this is definitely a chapter in my journey towards that. So, from the bottom of my heart, thank you to those that have bought and played it!

Cheers,
Keith

Road to 1.0 Launch

Okay folks, this should be the final update before the 1.0 launch. I still don't know when it will be exactly, but I'm about 75% done with the Dragon Tamer guild, 50% done with the spell augments, and 20% done with the spell creator. So I'm theoretically half-way done, and I've been working on it for about 1.5 months. So by that math I be done sometime around mid-june, but I don't know for sure.

Here's what's coming:

Dragon Tamer Guild (WIP)


Spell Augments (WIP)


Spell Creator (WIP)


And lots of bits of polish to make the gameplay nice and juicy, as well as lots of bug fixes.

Excited to launch a "complete" game (is any game ever really complete?), especially after the 3 on-and-off years I've been working on this. Look forward to seeing at least a couple people play it (please god don't let it be zero people who play). And as for the future of WP, it all depends on if it's successful at launch. If enough people like it, then I'd be happy to work on it some more. Otherwise, you'll see me again on the next project!

Cheers,
Keith

Patch Notes - 0.72 - New spells, QOL & bug fixes

Spell upgrades

  • Aqua's, Arc's, and Vito's secondary moves now have three levels of power

QOL

  • Randomize All no longer gives you locked spells
  • Characters have outlines now in fights (can see behind boundaries)
  • Characters brighter now in night levels
  • City Wizard portraits now reflect actual skin color
  • Changed alchemist entry quest to only one plant for easier access
  • Increased spawn rate of plants by 30%
  • Increased collection time of plants by 30%

Balancing

  • Arc now slows down while charging primary move
  • Aqua now can't cast while her tank is recharging
  • Damage on some moves was tweaked, mostly on secondaries

Bugs

  • Every enemy in adventure no longer joins the Beastmaster guild only >.<
  • Spell UI wasn't showing for character's moves (water, earth, & arcane primaries)

Other

  • Bartender has a cool new hat

Live Stream Day 2

Doing some playback of live streaming from yesterday for the Remote Play Together event.

20% Discount from Feb 28th - Mar 7th

First discount since launch! Next time you'll be able to get it discounted will probably be the 1.0 launch, which is planned to be a few months from now. But the 1.0 launch will also raise the base price of the game.

Cheers,
Keith

Small Patch - v0.71 - Aesthetic Updates


  • Made the days brighter and the nights darker.
  • Improved visuals for a few levels.
  • Fixed a few minor bugs.

Patch Notes - Version 0.70 - "Lich Update"

Winning the Tournament

  • New enemy! Meet the lich on day 6.
  • Lich comes with unique primary/secondary/homing/ultimate/utility.
  • Can now beat the game! Day 6 is the final day. Rewards for doing so coming next patch.

Aesthetic Upgrades

  • New art for character portraits.
  • Re-worked a bunch of textures for improved visuals.

Quality of Life

  • Spell upgrades are now displayed when hovering the upgrade button in adventure mode.
  • Can now rest from pre-match screen.
  • Now showing relics in pre-match screen.
  • Skips player intros for default wizard fights now.

Bug Fixes

  • (Sid) Can't print money with controller in spell shop anymore.
  • (Sid) Can't go beyond max upgrade level in upgrade shop anymore.
  • (Sid) Collecting more than one plant in a match goes towards alchemist quest reward.
  • (Sid) Big building no longer blocking view on left-hand side of Overworld.
  • Fixed character intros.
  • Could make a potion with only one ingredient.
  • Mouse no longer disappears in settings menu with local multiplayer.

Balancing

  • Changed Aqua's and Vito's secondary moves to do less damage but launch the enemy into the air (for easier combos with their primary moves).
  • Nerfed Arcane Whirlpool to die earlier and thus deal less damage overall.
  • Nerfed the Slavery Potion to only imprison opponent for 5 seconds (too annoying to fight against).
  • Fixed fireball level 3 to actually explode on impact.

News on Next Update

Hello! It's been a couple months since any updates. To be honest, I took most of that time off. I started a new job and was traveling quite a bit, so couldn't find the time for my dear baby WizardPunk. But I'm back at it now, and feeling quite refreshed. Here's what to expect in the next update (probably towards the end of January):

- Will finally be able to win the tournament! There will be a final boss, and probably some adventure mode updates to make the experience more re-playable (I'm thinking the final boss will be on day 6 so it should take about 1-2 hrs for each run).
- Lots more information on spell upgrades (the exact details shown for what is upgraded)
- Lots of nerfs/buffs to particular spells to make everything more balanced. In particular, Aqua's secondary will now be a knock-up, Arc's secondary will be getting nerfed, and there will probably be changes in store for Vito who I think has the weakest kit right now).
- Improved visuals. I recently learned a photoshop trick that I can apply on most of the textures in the game to "normalize" their look, which is part of a plan to make the game much more consistent looking.

And that's about all for now. I've also been working on a small game about cognitive behavioral therapy. If that's interesting to you, feel free to reach out, would love to chat about it. Also, I got rid of the game's discord for now. There wasn't much interest/activity in it, so it wasn't worth the effort/time involved sadly. See you in the next update!

Cheers,
Keith