Wizard of Legend 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Wizard of Legend

액션 전투협동 모험

원문 · 영어Wizard of Legend is a no-nonsense, action-packed take on wizardry that emphasizes precise movements and smart comboing of spells in a rogue-like dungeon crawler that features over a hundred unique spells and relics!

ROGUE BY ROGUEV1

자체 평점

76.5/ 100
전체 순위 #46
자체 리뷰 / RBR V1

이 점수의 이유는?

주문 콤보와 유물 상호작용은 분명한 강점이며 다양한 운영 스타일을 지원할 수 있습니다. 환경 중복 및 위험한 가독성으로 인해 장기적인 성능이 제한됩니다.

기계 번역된 요약입니다. 원문 평가와 출처는 아래에 보존되어 있습니다.

원문 · 중국어 간체

法术连段和遗物互动是明确优势,能支撑多种操作流派;环境重复与风险可读性限制了长期表现。

01

핵심 게임플레이

가중치 25%8.5 / 10
원문 · 중국어 간체

快速走位与连续施法形成可练习的连段,短局适合反复试验;被连续打断和等待冷却会降低部分战斗的流畅性。

02

빌드와 전략

가중치 25%8.5 / 10
원문 · 중국어 간체

法术与遗物能组合近战、远程或召唤等路线,效果差异比纯数值升级更重要;信息不足会增加尝试成本。

03

다회차 플레이 가치

가중치 20%7.0 / 10
원문 · 중국어 간체

换法术组合能改变操作节奏,挑战模式提供目标;地图主题、敌人与首领反复出现,新局局面变化弱于构筑变化。

04

무작위성과 공정성

가중치 20%6.5 / 10
원문 · 중국어 간체

对移动和冷却的理解能改善表现,但密集战斗中的连续硬直、坠坑与特效遮挡使错误代价有时难以预判。

출처01 ↗
05

완성도와 편의성

가중치 10%7.0 / 10
원문 · 중국어 간체

像素动作与音效支持战斗节奏,本地合作也便于一起试验;购买前法术说明不足,颜色标记的无障碍反馈不佳。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

未进行试玩;分数是依据已收录评述与社区具体反馈作出的主观资料评测。旧反馈跨版本、部分原始材料为不可重开的本地快照;本次 Steam 核查仅确认玩法与功能,未复测平衡、性能或报告的故障是否仍存在。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的 Tier list Part 1 (2023) 的具体优缺点,以及 玩家好评、玩家批评 与 资料核查说明;不使用旧等级、外部分数或销量反推。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    Wizard of Legend · Steam 官方商店

    2026-10-08 访问。核对快速连招施法、法术遗物组合、召唤路线和本地合作。未据商店介绍推定性能或故障已修复。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

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영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

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플레이어 의견 요약

원문 · 영어A fast, spell-combo-driven top-down action roguelite by Contingent99 in which you fight through a dungeon of elemental trials to beat the Council of Magic, building a loadout of spells (Arcana) and relics.

원문 · 영어Wizard of Legend is well regarded by players (Steam 'Very Positive', about 90% positive across roughly 21k reviews in the local dataset) and generally favorably by critics (Metacritic PC 79, Switch 76). Praise centres on the huge spell and relic build space, the power-fantasy combo combat, and the couch co-op. The recurring complaints are dashes with no invincibility frames, pit deaths, stunlock from crowds, a slow unlock grind that gates viable builds, and thin environment and boss variety. It is a full release (2018, all major consoles, mobile in 2023) rather than early access, and it has kept receiving content updates. Many current Steam reviewers also compare it favourably to the 2025 sequel, which they say disappointed.

플레이어가 칭찬한 점

  • 원문 · 영어Enormous build variety: hundreds of spells and relics, and players report still finding new builds after 40+ hours
  • 원문 · 영어Spell combo combat gives a strong 'feel like a real wizard' power fantasy once a build clicks (Avatar-style elemental play is a frequent comparison)
  • 원문 · 영어Relics/Arcana have interesting effects rather than flat percentage stat bumps
  • 원문 · 영어Local couch co-op is frequently called out as a highlight, by reviewers and players alike
  • 원문 · 영어Polished pixel art, animated spell effects and music (Dale North soundtrack)
  • 원문 · 영어Lots of challenge and endgame content: Chaos Trials, challenge modes, a Boss Rush mode and powerful unlockable 'dark spells'
  • 원문 · 영어No microtransactions; Steam reviewers thank the dev for adding content rather than selling it as DLC
  • 원문 · 영어Good short-session runs: players use it for a quick 20-minute run to test a new build

플레이어가 비판한 점

  • 원문 · 영어Dashes have no invincibility frames and any enemy can stagger you, so crowded fights feel like stunlock rather than skill
  • 원문 · 영어Easy to dash or get knocked into pits and void, described by several reviewers as a frustrating death source
  • 원문 · 영어Environments and bosses are limited (three dungeon themes in the original release), so runs feel repetitive over time
  • 원문 · 영어Combat can be cluttered by effects and cramped arenas, making telegraphs hard to read
  • 원문 · 영어Spells and items give little information before purchase, so it is easy to waste currency on gear that does not fit you
  • 원문 · 영어Early difficulty spikes; new players often stall on the second boss and some find the first waves brutal
  • 원문 · 영어Basic attacks dominate while strong spells sit on cooldown, which some find dull
  • 원문 · 영어Accessibility gaps, e.g. a colourblind player says ground markers are hard to see; Switch frame skips noted by Destructoid

차별화된 특징

  • 원문 · 영어Spell-crafting around four base Arcana slots with combo timing and cooldown management, closer to a fighting-game or spell-cast rhythm than a hack-and-slash
  • 원문 · 영어Hard cap on how many unlocked spells you can start a run with, so it plays closer to a pure roguelike than most roguelites despite the unlock shop
  • 원문 · 영어Elemental magic theme with a large cosmetic and signature-spell layer (outfits, signature attacks)
  • 원문 · 영어Built-in local two-player co-op and Boss Rush / Chaos Trial modes
  • 원문 · 영어Relics with build-defining effects instead of generic stat boosts

의견이 갈리는 점

  • 원문 · 영어No dash i-frames and stunlockable player: some call it bad design, others say it is the core of the game's high-skill power fantasy and what makes success feel earned
  • 원문 · 영어Difficulty and unlock grind: long-time players love mastering it, newcomers and Hades fans often bounce off
  • 원문 · 영어Story and lore amount: one reviewer wants more, others find the narrative unsatisfying
  • 원문 · 영어Comparison to Hades: some find it a poorer fit for the Hades-style expectation, others enjoy it for being slower and more methodical

반복과 부담

  • 원문 · 영어Unlock grind: guides say to grind certain items first, so the 'steep learning curve' is really a prerequisite grind (a widely upvoted negative Steam review)
  • 원문 · 영어Buying and unlocking spells, relics and robes that many players never use feels pointless with no stat meta-progression
  • 원문 · 영어Many unlocked spells are felt to be weak or redundant compared with the starting set
  • 원문 · 영어Waiting out cooldowns while using basic attacks, and cornering/kiting enemies to pile them up
  • 원문 · 영어Story and boss dialogue beats are disliked by some and felt to undercut the ending

기대하는 개선 사항

  • 원문 · 영어Add dash invincibility frames or a more forgiving dodge
  • 원문 · 영어Add some form of light meta-progression (starting stat boosts or more starting spell/relic options) so unlocking feels rewarding
  • 원문 · 영어Show descriptions for cursed relics and spells in-game instead of forcing players to a wiki
  • 원문 · 영어More environment, enemy and boss variety to reduce repetition
  • 원문 · 영어Online co-op (the Destructoid review called out its absence)
  • 원문 · 영어Better colourblind options and clearer hazard/telegraph readability

원문 · 영어Kickstarted in June 2016 (about $72.7k raised vs a $50k goal), published by Humble Games, and launched on May 15, 2018 on PC, Mac, Linux, PS4, Switch and Xbox One; sold 300k copies in 16 days and passed 500k by end of July 2018 per Wikipedia. Steam revenue estimate is about $13.2M gross (about $3.9M net) per steam-revenue-calculator.com (Boxleiter-style estimate), with SteamSpy showing 500k-1M owners. Reception has held up since launch, with a recent Steam window still Very Positive (82% of 28 recent reviews when fetched). Mobile versions arrived Oct 2023. The sequel, Wizard of Legend 2 (Dead Mage), released in June 2025 and several 2025-26 Steam reviewers describe it as a letdown relative to the original. Note: I could not obtain an OpenCritic page (web search budget exhausted and the guessed page was for another game), and Metacritic user score is based on only about 114 ratings.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 1 (2023)

원문 · 영어Wizard of Legend is a flashy top-down hack-and-slash roguelite where you pick spells and feel extremely powerful. PepperHead has a deep personal history with it, having played since early access and followed every update, including on stream with a friend. He thinks it is really good but is disappointed it no longer gets updates and that it gets boring after a very long time. He places it as a high A, the last game of the night, and says it could be an easy S with more content and variety.

제작자가 칭찬한 점

  • 원문 · 영어Core gameplay of unique spells and items makes repetitive content fun
  • 원문 · 영어Makes you feel super powerful
  • 원문 · 영어Very flashy and fun to play
  • 원문 · 영어Huge variety of builds
  • 원문 · 영어Strong personal attachment; he played it a ton over years
  • 원문 · 영어Each past update made the game feel fresh and exciting

제작자가 지적한 문제

  • 원문 · 영어Level layouts are mundane and generic
  • 원문 · 영어Repetitive: same layouts recur constantly
  • 원문 · 영어Fights the same enemies over and over while running between areas
  • 원문 · 영어No more updates; he wants a large DLC and more content
  • 원문 · 영어Gets a little boring after a very long time once everything is done

설계에 대한 관찰

  • 원문 · 영어Spell and item variety alone carries otherwise generic level design
  • 원문 · 영어Design lesson: ongoing content updates keep a roguelite feeling fresh, and their absence limits replay
원본 영상 보기 ↗