Info about Tap Wizard 2:

Official game description:
On a magic quest to secure the Chronosphere, the Wizard is ambushed by the Dark Forces. Hope is lost as the Wizard takes their last breath...until the Chronosphere hums and rewinds time itself! Armed with knowledge of the assault and increased Power, the Wizard steels themselves for the next Wave!  
🔮🔮🔮✨🔮🔮🔮  
Tap Wizard 2 Idle Magic Quest will take you on a journey full of magical action and wonder. Wield magical skills and fight the dark forces to secure the Chronosphere. This is one of those Warrior Magician Games that will allow you to have the fun and excitement of a Fantasy Idle RPG game with thrilling challenges.  
🔮🔮🔮✨🔮🔮🔮  
Become the magic master and wield magical skills and slay the demons that populate the dark force. Master elements such as fire, ice, lighting, and more to destroy the foes and secure the wizarding world. If you are looking for Wizard Battle Games or Idle RPG games featuring fantasy combat between good and evil, then this Fantasy Idle Action RPG might be a great game for you!  
Enter a wizarding world full of magic and action! A Blades and Sorcery battle game where you defeat the sword and blade wielding monsters on the battlefield. If you are looking for Wizard Battle Games where you master different elements and use them to destroy the monstrous force of darkness while enjoying the thrill and chill of an epic fantasy combat story, then this is a Wizard Battle game that might suit your taste.  
🔮✨ Key Features of Tap Wizard 2 - Idle Magic Quest🔮✨  
✨ Exciting Wizard Battle Gameplay  
If you are looking for magic games with wizards where you can play as a magic master on a quest to fight evil in a fantasy world full of thrills and dangers, then this game is for you.  
✨ Wield Many Different Magical Skills:  
You will get spells of fire, ice, lightning, poison, and more to fight and kill the enemy forces. Keep playing and enjoy increased magical power that will make you a more powerful wizard.  
✨ Choose from Several Cool Characters:  
This is one of those witchcraft combat games where you get to choose from a number of cool characters with different amazing abilities.  
🔮🔮🔮✨🔮🔮🔮  
**Other Cool Features:**  
🔮 Play actively or let the Mage do all of the work - the choice is yours!  
🔮 Utilize Spells of Fire, Ice, Lightning, and Poison to crush through hordes of foes!  
🔮 Tons of ways to progress, including Power, Research, Enchanting, XP, Awakenings, Eras, and Totems!  
🔮 Awaken the Wizard to unlock game-changing abilities such as Retribution, Golden Envy, or Arcane Surge!  
🔮 Level Up and unlock Spell Perks, turning your Spells into the ultimate tools of destruction!  
🔮 Spend Skill Points in the massive Memory Tree!  
🔮 Over 25 Different Enemy types to encounter!  
🔮 Over 25 unique types of Runes to utilize!  
🔮 12 Unique Totems to collect with interesting abilities!  
🔮 A very active developer, community, and continual addition of new content! Your feedback is appreciated - yahoo! :-D

Release date: May 21, 2024

Categories: Idle Game, Auto-battler, Action RPG, Twin-stick Shooter, Bullet-hell, Character Progression, Skill Tree Progression System, Elemental Combat System

Feature scans:
- MTX: score 85; verdict: Predatory / Pay-to-Win Monetization; summary: The reviews provide direct, repeated evidence of real-money monetization in this game: a cash shop sells gameplay-affecting items and premium currency, multiple users call the game pay-to-win or pay-to-upgrade, and some describe aggressive pressure to spend during events. Mitigating factors include earnable premium currency and a noncompetitive structure, but the paid-power evidence is explicit and substantial. Under the scoring criteria, confirmed pay-to-win monetization places the game in the predatory range.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 3000.0h
  - Story completion: 65.0h
  - Session length: 1.5h
  - Endgame: 450.0h
  - Reasoning: The +3000-hour all-achievements quote supports gameCompletion as roughly 3000+ hours. The 65-hour lore quote gives a lower-bound storyCompletion estimate because the player still had not finished unlocking all lore at that point. The 1.5-hour straight-play quote supports a typical sessionLength of about 1.5 hours. The 450-hour resource estimate supports endgame remaining time around 450 hours.
- Time-to-fun:
  - Summary: Reports most directly describe a slow, somewhat boring early phase that improves if players stick with it into a later stage, so the game clicks after early friction. Other players report immediate addictive loops or no progression even after long play, making the profile mixed.
  - Stance: Clicks after
  - Anchor: Reaching the further stage after sticking with the slow early progression
  - Time to anchor: N/A
  - Friction: Slow early progression that can feel boring; Confusing nested inventory interface; Clunky UI and repetitive bestiary; Learning curve from many early unlocks; Frequent active check-ins to avoid stalled progression; Slow offline gains for an idle game
  - Unlock drivers: Sticking with the slow start leads to a better further stage; Using the wiki helps with the unlock learning curve
  - Conditions: Tolerance for a slow early phase before the game improves; Willingness to check in frequently, roughly every 3-35 minutes; Preference for active engagement over long idle or offline sessions; Use of a wiki to manage the learning curve; Tolerance for repetitive grind over time; Interest in relaxing incremental progression rather than action-packed bullet hell; Acceptance that IAPs are optional and not required for progression; Value placed on progression breadth over customization and variety
- Player Archetypes:
  - Semi-Idle Active Optimizer (buy)
    - Motivation: Active optimization and progress through hands-on play
    - Playstyle: Manages the wizard and meta build while waves run, preferring active control over full idling
    - Experience: familiar
    - Purchase stance: buy
    - Labels: semi idle fans
    - Reference games: N/A
  - Hardcore Min-Max Completionist (buy)
    - Motivation: Total completion, mastery, and long-term optimization
    - Playstyle: Grinds endgame systems, hunts achievements, and min-maxes builds over hundreds or thousands of hours
    - Experience: veteran
    - Purchase stance: buy
    - Labels: hardcore min-max gamers
    - Reference games: N/A
  - True Idle Purist (no buy)
    - Motivation: Passive idle progression and low-attention play
    - Playstyle: Expects the game to run itself and resists being forced into active grinding or artificial limits
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Casual Mobile Chill Player (buy)
    - Motivation: Relaxation, passing time, and low-stakes entertainment
    - Playstyle: Runs the game alongside other activities, checks in casually, and does not focus intensely on optimization
    - Experience: mixed
    - Purchase stance: buy
    - Labels: bored
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Fantastic and well-made game (weight 0.12): Reviewers consider it a fantastic, well-made, interesting, and entertaining game overall.
- Tons of content (weight 0.09): The game offers a large amount of content, including many unlockable items and things to play with.
- Rich progression system (weight 0.07): Features a rich progression system including power enhancement, research, enchantment, experience upgrading, awakening breakthrough, era advancement, and totem collection. Players appreciate the various ways to progress and upgrade.
- Addictive incremental gameplay (weight 0.07): The game is described as addictive and uniquely captures the fun of classic incremental/idle games.
- Deep wizard customization (weight 0.07): There are many classes, spells, and perks to build varied tactics, leading to almost infinite possibilities through spell combinations and skill tree builds.
- Elemental spell combinations (weight 0.07): The game includes multiple elemental spells like fire, ice, lightning, and poison that can be freely combined to crush enemy hordes.
- Variety of spells and upgrades (weight 0.07): Players enjoy the variety of spells and upgrades, with lots of wizard builds to try out.
- Cross-platform account linking (weight 0.07): Players can link their Steam game with their iOS or Android game, allowing seamless play across devices.
- Captivating and amazing experience (weight 0.07): Players find the game legitimately captivating and amazing.
- Unique runes for tactics (weight 0.07): Over 25 unique rune types allow for tactical combinations and strategic depth.
- Collectible totems with abilities (weight 0.07): 12 distinct totems are available for collection, each with interesting abilities that add to the gameplay.
- Flexible active and idle play (weight 0.07): Players can play actively for 1-2 hours and then switch to idle mode. The game supports both active and idle playstyles for long periods.
- Interesting mechanics to discover (weight 0.07): The game includes a bunch of interesting mechanics that are fun to discover, adding depth to the gameplay.
- Simple controls and progression (weight 0.06): The game features simple controls and clear progression, allowing players to engage quickly. It is easy to start and intuitive to play.
- Good for side play (weight 0.06): It is a good game for in-between moments and can be played on the side while doing other things.
- Flashy and nice spells (weight 0.06): The spells are visually appealing, with a cornucopia of flashy spell effects.
- Relaxing idler (weight 0.06): Players find it a relaxing and enjoyable idler that looks nice.

Common complaints:
- Repetitive and shallow gameplay (weight 0.95): The core loop of fighting waves, dying, and upgrading is repetitive and lacks variety, with few strategic elements or meaningful choices. Combat often boils down to brute-forcing with stats and RNG.
- Poor progression and time-gating (weight 0.57): Progression is slow, unrewarding, and heavily time-gated, with long waits for content unlocks and diminishing returns. Players report that upgrades feel meaningless and the game sets the goalpost further without making them more powerful.
- Idle mechanic punishes active play (weight 0.39): The Lantern of Recall and other systems punish players for leaving the game open or going AFK, with severe resource losses and capped offline progress. Many reviewers note that the game forces constant attention while claiming to be an idle game.
- UI and graphics are messy (weight 0.35): Reviewers frequently criticize the interface as confusing, overloaded, and labyrinthine, with nested inventories and small, awkwardly placed menus. Graphics are often described as terrible, downgraded, or unappealing.
- Awakening and prestige are flawed (weight 0.35): The awakening/prestige mechanic feels forced, unrewarding, and requires long grinds for minimal gains. Resets are frequent and punishing, often undoing progress without meaningful benefits.
- Aggressive monetization and paywalls (weight 0.34): The game heavily pushes microtransactions, with content locked behind paywalls or time gates that encourage spending. Marketplace prices are high, and free players face significant grind or waiting.
- Boring and unrewarding experience (weight 0.3): Many find the game boring, with little dopamine reinforcement and a lack of engaging mechanics. The game plays itself, and management is shallow.
- AI and controls are poor (weight 0.29): The AI is bad at avoiding damage and prioritizing targets, and controls are clunky and unclear, especially with keyboard and mouse. Hitboxes are poorly defined, and the game sometimes feels unresponsive.
- Confusing systems and lack of guidance (weight 0.27): Many systems are poorly explained, overwhelming, and introduced too quickly, leaving players lost and uncertain. The game is opaque and lacks clear tutorials or explanations.
- Staff and era progression issues (weight 0.26): Staff levels are constrained, and era progression is slow, often requiring long waits or resets. Awakening is needed per reset and takes significant time.
- Complexity overwhelms new players (weight 0.24): The game introduces many systems quickly without clear explanations, overwhelming new players and making it hard to know which upgrades matter.
- Lack of content and variety (weight 0.23): The game lacks sufficient content, with few meaningful unlocks, repetitive enemies, and little variety in builds or strategies. Many features from the original game are missing.
- RNG and build limitations (weight 0.19): Heavy RNG in skill perks, runes, and totems limits build diversity and forces reliance on luck. Players cannot directly choose builds or test classes before committing.
- Bugs and performance issues (weight 0.15): Reviewers report bugs, crashes, and performance problems, including corrupted characters and high system resource usage. Early access status is noted, but issues hinder enjoyment.
- Missing key features from original (weight 0.11): Many features from the first game are missing or downgraded, such as instant-trigger runes and fairer lantern mechanics.
- Visual effects and screen clutter (weight 0.1): Visual effects can overload the screen during battles, and the UI is cluttered with information, making it hard to see what's happening.
- Leaderboard and multiplayer issues (weight 0.05): The leaderboard is arbitrary and unbalanced, with players from all ranks competing together, causing frustration.
- Poor audio and music variety (weight 0.03): The game lacks a larger library of music, and audio is not memorable.

Gameplay feedback:
- Idle game identity (weight 0.21): Players widely describe the game as an idle or incremental game, sometimes noting it is on the heavier side. It requires actual strategy despite automating combat and movement.
- Spell and trait choices (weight 0.16): Players choose spells, perks, and traits to customize their build. Spellbooks and upgrades can be mixed and matched for different strategies.
- Auto-battler gameplay (weight 0.15): The game is also described as an auto-battler or an idle auto-battler. Characters move and attack automatically while the player manages builds and upgrades.
- Lantern mechanic (weight 0.14): The game features a notable Lantern mechanic, specifically the Lantern of Recall. It is tied to idle progression and is frequently mentioned as a core system.
- Diverse progression systems (weight 0.12): Progression includes power strengthening, research, enchantment forging, experience upgrading, awakening breakthroughs, era advancement, and totem collection. These systems are frequently highlighted as core to advancement.
- Skill tree and upgrades (weight 0.12): A skill tree includes minor nodes for gold, offline gains, and damage. Players can upgrade skills as they level up, choosing which to improve.
- Many enemy types (weight 0.11): The game includes over 25 enemy types, providing variety in combat. Enemies are encountered in waves and tides within arenas.
- Genre fusion (weight 0.07): The game blends idle, incremental, ARPG, and twin-stick shooter genres. This mix is often cited as a defining characteristic.
- Multiple playable characters (weight 0.07): There are multiple characters to choose from, each with unique talents and abilities. This adds variety to gameplay and team composition.
- Wizard awakening abilities (weight 0.07): A wizard awakening system unlocks abilities such as Retribution, Golden Envy, and Arcane Burst. These awakenings are a key part of character growth.
- Wave-based progression (weight 0.07): Combat progresses through waves of enemies that converge on an arena. Some players note that mobs are reskinned as waves advance.
- Auto-casting wizard combat (weight 0.07): The wizard automatically casts equipped spells during combat. Players select a wizard with their own spellbook and manage spell loadouts.
- Build optimization (weight 0.07): Skills and perks can be tinkered with to optimize character builds. This allows for experimentation and fine-tuning of strategies.
- No clicking elements (weight 0.06): Players note the game has no tapping or clicking mechanics, so it should not be labeled a clicker game. This distinguishes it from typical clicker titles.
- Totem collection (weight 0.06): There are 12 distinct totems to collect and unlock. Totems are part of the progression and collection systems.
- Staff leveling system (weight 0.06): Staff levels increase by 1 per awakening, and leveling the staff is part of progression. This ties into the awakening and era advancement systems.
- Prestige and incremental progression (weight 0.06): The game features a prestige system that advances incrementally. This provides steady progression and long-term goals.
- Random spell upgrades (weight 0.06): Leveling up offers random spell upgrade choices, adding an RNG element to build progression. This can affect how players develop their characters.
- Character power growth (weight 0.06): Player characters become faster and stronger as they progress. They also face increasingly stronger enemies, creating a sense of advancement.
- Achievements with bonuses (weight 0.06): Players can earn achievements that provide small bonuses. These achievements add extra goals and rewards.

Performance notes:
- Game Crashes in Final Era (weight 0.04): Players report that the game crashes after reaching the last era, preventing completion of the campaign. This is a critical progression-blocking bug that affects the endgame experience.
- Smooth Performance and Stability (weight 0.04): Players report that the game runs well with no crashes and a high frame rate. This indicates good optimization and a stable experience for most users.
- Low CPU Usage Observed (weight 0.04): One player noted that the game used only 5-12% of an i5 12500 CPU, suggesting efficient CPU utilization. This is a positive sign for performance on mid-range hardware.

Recommendations:
- Suited to idle game fans (weight 0.23): Many reviewers recommend the game for players who enjoy idle, semi-idle, or incremental games with passive progression and simple gameplay. It is repeatedly described as a good fit for relaxing, low-effort play sessions.
- Positive recommendations and potential noted (weight 0.17): Multiple reviewers give positive recommendations, cite potential, and encourage others to try it. A few wish more games were like it and look forward to playing more.
- Good for killing time casually (weight 0.14): Reviewers describe the game as ideal for relaxed pastime, killing time, and undemanding play anywhere. It appeals to players seeking a chill, low-stakes experience.
- Negative verdicts and uninstalls reported (weight 0.13): Some reviewers explicitly do not recommend the game, uninstalled it, or advise staying away. These negative verdicts are less common but clearly stated.
- Lantern mechanic hurts idle play (weight 0.12): A recurring complaint states the Lantern feature forces regular active clicking every 15 minutes or so, which undermines its value as a true idle game. Some reviewers explicitly do not recommend it for idle fans until the Lantern is changed.
- Requires active play despite idle label (weight 0.12): Several reviewers note that meaningful progress comes mainly from active play and that it cannot be idled well. If unable to play actively, some suggest it may not be worth playing at all.
- Repetitive structure limits long-term appeal (weight 0.09): Some feedback notes that the passive nature and repetitive structure may reduce long-term enjoyment for certain players. Those wanting evolving mechanics or more variety may find it lacking.
- Not for deep strategy or challenge (weight 0.09): Feedback indicates the game is not suitable for players seeking deep strategy, difficult challenges, or rich story. It targets those who value simple gameplay and passive progression instead.
- Appeals to Vampire Survivors fans (weight 0.06): Reviewers recommend it for those who enjoyed Vampire Survivors and want steady progression. It offers a similar progression loop though not action-packed bullet hell.
- Free and leisurely pace praised (weight 0.06): Reviewers highlight that it can be enjoyed at a leisurely pace and especially note that it is free. This adds to its value for casual players.
- Fantasy action idle theme appreciated (weight 0.06): Reviewers mention suitability for fans of wizard battle themes, fantasy action idle games, and good versus evil narratives. The theme resonates with a subset of players.
- Control scheme caused issues (weight 0.03): One reviewer wanted to enjoy the game but could not due to keyboard and mouse controls. This is a specific but isolated complaint.
- Manage a singular unit (weight 0.03): One reviewer recommends it for those who want an idler where they manage a singular unit. This niche preference is noted but not widely echoed.

Other player notes:
- Free to Play with Shop (weight 0.37): The game is free to play and progress can be made without spending money, though it includes an extensive cash shop with optional microtransactions. Many players note that monetization is unobtrusive and purchasable items are not required, while others feel it is mostly a catalog of microtransactions.
- Active Developer and Community (weight 0.31): The developer is highly active, responsive, and communicates frequently with the community on Steam and Discord, welcoming feedback and regularly adding new content and features. Players appreciate the friendly support and long-term commitment to the game.
- Charming Retro Pixel Art (weight 0.22): The game features a pleasant retro pixel-art style that prioritizes clarity over spectacle, with cute mages in simple environments. While some find the environments repetitive and the presentation functional rather than flashy, the variety of spell effects and enemy designs helps maintain visual interest.
- Early Access and Evolving Content (weight 0.18): The game is in early access and still incomplete, but it already provides a solid idle game experience with plenty of content and planned updates. Future updates for Era 2 and Era 3 promise more wizards, spells, enemies, and features.
- Monetization and Premium Currency Concerns (weight 0.17): Some players criticize the high prices of premium gems and cash shop items, feeling they offer little value for the cost and require a minimum purchase that is too high. Others note that spending money should be seen as supporting the developer rather than radically speeding up gameplay.
- Cross-Platform Steam and Mobile (weight 0.13): The game supports cross-platform linking between Steam and mobile versions, allowing players to keep progress and continue where they left off. This feature is notable as most idle games do not offer it.
- Favorable Comparisons to Other Idle Games (weight 0.11): Players compare the game favorably to titles like Tap Titans and Realm Grinder for keeping them engaged with tournaments, artifacts, and new mechanics. It captures the fun of classic incremental games and offers a similar but distinct experience.
- Better PC Idle Games Exist (weight 0.09): Some players feel that better PC idle games exist, and the game would be better off as a mobile game. This suggests that the PC version may not compete well with other idle games on the platform.
- Pleasant and Non-Intrusive Music (weight 0.09): The game features energetic background tracks that support gameplay without demanding too much attention, and the music does not get boring even during long sessions. However, some players mute idle games entirely.
- Missing Language Support (weight 0.09): The game lacks support for Chinese and Japanese languages, which is a drawback for players who speak those languages. Chinese language support is specifically noted as lacking.
- Slow Progression and Repetition (weight 0.09): Progression can be slow, with era 2 marking a point where repetition becomes noticeable, and reaching era 3 taking months. The semi-timegated nature might not appeal to everyone.
- Lore Unlocked Gradually (weight 0.08): The game's lore is unlocked slowly through time and in-game events like resets, involving a wizard recalling itself through a time loop, Chronowizards, and the Umbra corrupted by the Doomstone. The first game had nested cycles of soft resets and other mechanics.
- Comparisons to Tap Wizard Predecessor (weight 0.08): As a sequel to Tap Wizard, the game is unfavorably compared to its predecessor in graphics, lore, and gameplay by some players. It is also noted as a successor to a predecessor game.
- Achievements and Low Player Completion (weight 0.06): The game has achievements, but only 10% of the playerbase got the first few, indicating a potential issue with early progression or player retention. This suggests that many players do not stick around long enough to unlock even basic achievements.
- In-Game Currency Grind (weight 0.06): There is an in-game currency with a low daily gain, but large amounts are needed to get anything of real value, leading to a grind. Through 1000+ hours, some players could only afford a handful of rings with many still remaining.
- Low PC Requirements and Small Size (weight 0.06): The game has very low PC requirements and a small download size, making it accessible to a wide range of systems. This is a positive point for players with limited hardware or storage.
- Janky Controls Compared to Others (weight 0.06): The game controls feel super janky on keyboard and mouse compared to games like Vampire Survivors, which are not precision but also not janky. It is also compared to a hypothetical vampire survivors as an auto-battler.
- Browser to Steam Transition (weight 0.06): The game was originally a browser game and is now on Steam, and it had a full release last year. This transition is noted by players.
- Unappealing Steam Banner (weight 0.03): The Steam banner is not appealing according to some feedback, which might affect first impressions. This is a minor visual issue that could be improved.
- Helpful Wiki Exists (weight 0.03): A wiki is available that helps with the learning curve, providing guidance for new players. This is a useful resource for those struggling with the game's mechanics.

Emotions:
- Disappointment (weight 0.18): Players felt let down due to monotonous gameplay, slow and unrewarding progression, and mechanics that punish idle play, especially in later eras. Many also cited a lack of meaningful content and updates, with early access versions feeling better than the current state.
- Frustration (weight 0.18): Frustration stemmed from a punishing idle mechanic (Lantern of Recall) that caps offline progress and reduces gains, overly complex interfaces, and progression gated by long wait times. The game demands constant attention with little active engagement, and pay-to-win elements further worsened the experience.
- Enjoyment (weight 0.15): Players enjoyed the mix of idle and active gameplay, the variety of spells and upgrades for building characters, and the relaxing yet engaging progression. The music, retro graphics, and active developer support also contributed to a fun experience.
- Satisfaction (weight 0.04): Satisfaction came from a steady flow of rewards, deep build strategies, and a well-balanced idle experience that respects both active and idle play. The game's simplicity, natural scaling, and satisfying progression were highlights.
- Boredom (weight 0.04): Boredom resulted from repetitive gameplay, a lack of clicking elements, and slow early progression. The absence of story and meaningful content in later eras left players with little to do.
- Appreciation (weight 0.04): Players appreciated the cross-platform sync, the developer's active engagement with the community, and the game's low-maintenance design that doesn't demand constant attention. These aspects made it stand out among idle games.
- Hope (weight 0.03): Hope was expressed for future updates, fixes upon full release, and more options for strategic play. The active developer and potential for improvement kept players optimistic.
- Annoyance (weight 0.02): Annoyances included forced wait times for progression, the need for constant attention despite idle mechanics, and poorly structured cash shop pricing. Small issues like mis-clicking also added to frustration.
- Confusion (weight 0.02): Confusion arose from unclear mechanics like the Lantern's purpose, blocked tech tree paths, and a lack of explanation for many variables. Some players also forgot early access progress, adding to the confusion.
- Excitement (weight 0.02): Excitement was driven by the game's unique fusion of genres, the variety of spells and wizard builds, and the fun visual effects. It filled a niche for idler games managing a single unit.
- Fun (weight 0.02): Fun came from watching bosses explode as you grow stronger, managing builds against waves of enemies, and the satisfying loop of getting faster and stronger while progressing.
- Disgust (weight 0.01): Disgust was felt due to aggressive monetization, with the game quickly pushing real money spending and locking full content behind paywalls, which players found scummy.
- Relaxation (weight 0.01): The game provided a relaxing pastime, ideal for killing time with entertaining gameplay that allows for relaxed sessions.
- Overwhelmed (weight 0.01): Overwhelm occurred because the game introduces many systems rapidly without clear explanations, leaving players with numerous bags and menus to manage at the start.
- Engagement (weight 0.01): Engagement was found in the semi-passive design that appeals to those who enjoy tweaking builds, drawing players in from the first minutes.
- Enthusiasm (weight 0.01): Enthusiasm stemmed from the variety of spells, characters, and progression systems, along with cross-platform progress and an active developer.
- Anticipation (weight 0.01): Anticipation was for exploring more spell combinations and classes, future multiplayer, and upcoming Era 3 and 4 content.
- Entertainment (weight 0.01): The game provided hours of entertainment, being one of the most entertaining idlers played, and remained fun to play.
- Hate (weight 0.01): Hate was directed at the Lantern feature, which steals 25% of total currencies per run, perceived as a punitive mechanic.
- Addiction (weight 0.01): Addiction was driven by the core gameplay loop, which players found pretty addicting and hard to put down.}