Compare Wizodd prices across 50+ stores and find the best deal. Developed by Gagonfe. Published by Gagonfe. Released on 5/11/2020. Available on PC. Genres: Action, Adventure, Casual, Indie.

Binding of Isaac with the training wheels on and most of the depth left out - worth a look if you want a gentle, magic-flavored roguelike and can forgive a rough solo debut.

I spent enough time with Wizodd to understand exactly what Gagonfe was reaching for, and I respect the ambition more than the execution. This is a solo-developer pixel roguelike built in clear admiration of The Binding of Isaac, swapping that game's grim religious imagery for wands, spells, and a magic-forward aesthetic that keeps things breezy and bloodless. If you've never played a dungeon crawler before and find the genre intimidating, Wizodd is genuinely one of the softer entry points available. That gentleness, though, is also where it starts to cost itself. The core loop is room-by-room dungeon clearing across three floors, each capped by a boss encounter that locks you out of backtracking until you've finished the fight. Between boss rooms you'll find treasure chests, a shop that apes the Legend of Zelda's merchant formula almost to the letter, and standard combat rooms where you cycle through enemies at close range. Equipment like a twin-firing wand, angel and demon companion pets, and various necklaces persist across floors, which gives you a baseline of identity run to run. Buff pickups, however, reset between floors, and that decision creates a repetitive sag: you start weak, accumulate power, feel a brief surge, then begin again. The intention is clearly to keep the dungeon from becoming trivial, but the execution makes early rooms feel sluggish rather than tense. The combat model is simple enough that a clockwise-strafe strategy handles virtually every enemy and boss the game throws at you. Spike traps are absent from the outer ring of arenas, and most enemies politely close the distance in predictable straight lines, which means the game's difficulty ceiling is lower than it first appears. Controls have a slippery quality that becomes more pronounced once you stack speed upgrades, and enemies occasionally spawn directly inside doorways, dealing chip damage before you can react. Neither of these are run-ending problems, but they nudge the experience from cozy-challenge into frustrating-quirk territory. The small community on Steam sits around 84% positive across a thin review pool, which suggests the players who found it are largely forgiving, likely casual roguelike fans who appreciate the short session length. Where I want to extend some genuine warmth is toward what Wizodd is trying to be as a mood piece. The pixel work is modest but readable, and the magic-without-gore framing gives it a distinct, almost fable-like atmosphere that most Isaac-adjacent games don't attempt. A solo developer shipped a functional, completable roguelike with 11 achievements, boss encounters, and a shop system. That matters. The game is short enough that bugs, while present at level transitions and end-game sequences, don't always break a full session. If you know going in that you're picking up a small, unpolished experiment rather than a refined genre entry, there's a quiet charm here that brief, unhurried sessions can surface. Kai, Scout Team

Wizodd
ActionAdventureCasualIndie

Wizodd

May 11, 2020Gagonfe
GamerScout Says

Binding of Isaac with the training wheels on and most of the depth left out - worth a look if you want a gentle, magic-flavored roguelike and can forgive a rough solo debut.

PC
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About Wizodd

I spent enough time with Wizodd to understand exactly what Gagonfe was reaching for, and I respect the ambition more than the execution. This is a solo-developer pixel roguelike built in clear admiration of The Binding of Isaac, swapping that game's grim religious imagery for wands, spells, and a magic-forward aesthetic that keeps things breezy and bloodless. If you've never played a dungeon crawler before and find the genre intimidating, Wizodd is genuinely one of the softer entry points available. That gentleness, though, is also where it starts to cost itself. The core loop is room-by-room dungeon clearing across three floors, each capped by a boss encounter that locks you out of backtracking until you've finished the fight. Between boss rooms you'll find treasure chests, a shop that apes the Legend of Zelda's merchant formula almost to the letter, and standard combat rooms where you cycle through enemies at close range. Equipment like a twin-firing wand, angel and demon companion pets, and various necklaces persist across floors, which gives you a baseline of identity run to run. Buff pickups, however, reset between floors, and that decision creates a repetitive sag: you start weak, accumulate power, feel a brief surge, then begin again. The intention is clearly to keep the dungeon from becoming trivial, but the execution makes early rooms feel sluggish rather than tense. The combat model is simple enough that a clockwise-strafe strategy handles virtually every enemy and boss the game throws at you. Spike traps are absent from the outer ring of arenas, and most enemies politely close the distance in predictable straight lines, which means the game's difficulty ceiling is lower than it first appears. Controls have a slippery quality that becomes more pronounced once you stack speed upgrades, and enemies occasionally spawn directly inside doorways, dealing chip damage before you can react. Neither of these are run-ending problems, but they nudge the experience from cozy-challenge into frustrating-quirk territory. The small community on Steam sits around 84% positive across a thin review pool, which suggests the players who found it are largely forgiving, likely casual roguelike fans who appreciate the short session length. Where I want to extend some genuine warmth is toward what Wizodd is trying to be as a mood piece. The pixel work is modest but readable, and the magic-without-gore framing gives it a distinct, almost fable-like atmosphere that most Isaac-adjacent games don't attempt. A solo developer shipped a functional, completable roguelike with 11 achievements, boss encounters, and a shop system. That matters. The game is short enough that bugs, while present at level transitions and end-game sequences, don't always break a full session. If you know going in that you're picking up a small, unpolished experiment rather than a refined genre entry, there's a quiet charm here that brief, unhurried sessions can surface. Kai, Scout Team

Tags

singleplayertier:sub-5Binding of Isaac-likeMagic CombatShort RunsBudget RoguelikeSolo DeveloperLow Difficulty CeilingPixel Art DungeonBeginner-Friendly

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
Storage
100 MB available space
Graphics
Integrated GPU, 128MB
Processor
Intel Celeron @2.80Ghz

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Game Info

Developer
Gagonfe
Publisher
Gagonfe
Release Date
May 11, 2020

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What platforms is Wizodd available on?

Wizodd is available on PC.

When was Wizodd released?

Wizodd was released on 11 May 2020.

Who developed Wizodd?

Wizodd was developed by Gagonfe.