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Game comments and reviews
Feb. 07, 2015
Saving doesn't work in Safari.
Jan. 16, 2015
Doesn't save progress so 1/5. Worthless in this state.
Oct. 04, 2014
@paul_h - yes, I have that too. I think it's because my PPS (~700 quadragintilion) is now so low relative to my total generated (~50 duoquadagintillion). Also, it looks like I got no souls while idle last night.
Sep. 29, 2014
It lost all my progress the first time I came back to it. Needs to autosave reliably to be worthwhile.
Sep. 11, 2014
Nice game, but it keeps losing my progress so 1/5. Would be 4/5 otherwise.
Developer Reply
Game Progress of The Wizard is saved in localStorage. If your browser clears that, when you quit, you'll loose your progress.
Sep. 07, 2014
If I understand it correctly, the gain from the ascension levels is arithmetic. Level 0 to level 100 gives me 10x original speed. Next 100 levels give me 20x original speed, not 100x. To get 100x original speed I need to get level 1000; and all the time the cost for level is going up strongly. Seems like it's infeasible to get many powers of 10 speed up.
Aug. 27, 2014
For the soul algorithm, I suggest arranging it so that no souls are earned until a player passes the previous total-power-earned figure, then the rate is initially high but decreases as more power is earned. Something like souls = R*(power - previousTotalPower)**0.5 might work, where R is a constant you can adjust to get the balance. I think AdCap also uses a square-root progression, but based on the absolute cash earned since reset; this makes the angels progression a bit too slow in the end game.
Aug. 26, 2014
If I understand the new tick-speed thing correctly, the greater speed up you can pay for is to bring the tick time down to 0.97**10 times its original value, i.e. 10 steps of 3%, compounded. That's only a 26% speed-up overall which seems a little weak. If the steps were each 10%, 10 steps would give 65% overall, which seems better to me. And maybe reduce the number of steps for the faster spawns, increase the number for the slower ones. This and the tier system are the only new mechanisms so far w.r.t. AdCap so it would be worth exploiting the difference.
Humble request for future upgrades: please don't add any harder-to-get achievements. Some of us OCD players would like to "finish" the game by getting all the achievements. Better to add different ways to get to the finish, so it has some replay value.
Jul. 23, 2014
Seems to throw away all the progress when the browser tab is closed. So worse than useless. Pity.
Jul. 19, 2014
Offline is broken again for me AND the rate at which I get angels with the game open has dropped dramatically. All this since this morning, WTF?
Jul. 18, 2014
Off-line mode was broken for me at 1.3.0. Confirming fixed at 1.3.1.
Jun. 21, 2014
Golems *do* drop: just got a +0.2 dexterity growth-rate off one. So they drop like fighters in the games, maybe, not like the animals.
Jun. 20, 2014
Suggestion: make the dialogs announcing achievements/luck upgrades go away after a time, otherwise the game stalls when running unattended.
Feb. 05, 2013
Seems badly unbalanced: impossible to win except by blind luck. Remove the "Xxx joins Axis" events (or make them rare, not inevitable) and it might be playable. Otherwise, not worth bothering with. Pity, the mechanism is nice.
Feb. 02, 2013
Not bad...but if all the surviving, enemy supply heads are shut down with the Customs Officials card, shouldn't that be a player victory?
Apr. 03, 2012
What's with the pit-stop times? Real-life: change tires is quicker than refuelling and both are quicker than fixing busted cars; and all three can go on in parallel. This game: the opposite! Further, because the races are so short compared to gal F1, the pit times have a disproportionate effect.
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