Game review
Wizzerd Quest 2
6.5 / 10
- Developer
- Kondoorsoft
- Publisher
- Kondoorsoft, KIDA
- Released
- 20 June 2026
- Platforms
- Windows
- Genre
- Adventure, RPG
- Monetisation
- paid
- Players
- true
The short version
Biggest strengths
- Genuinely funny, deliberately cheesy live-action FMV cutscenes reviewers consistently called the game's highlight, with committed performances and thrift-store costume design
- A moody, King's Field- and Daggerfall-inspired open world that reviewers said is satisfying to explore, even if occasionally underfilled
- A cheap, effective price point, with multiple reviewers calling $14.99 a steal for the amount of content and charm on offer
Biggest weaknesses
- Combat widely described by reviewers as trivially exploitable, since many enemies won't aggro or pursue from range, letting players cheese fights by kiting or backpedaling
- Stamina and mana that recover at a flat rate rather than scaling with pool size, which reviewers said makes larger mana pools impractically slow to refill in practice
- Splitscreen co-op that leaves the second player unable to interact with items, NPCs, signs, or the map, creating long stretches with little for them to do
Who it's for: Fans of King's Field- and Daggerfall-inspired first-person exploration RPGs who want deliberately hokey, genuinely funny live-action cutscenes, and don't mind combat that's currently too easy to exploit
Our recommendation: recommended
6.5 / 10
A standalone sequel built on FMV charm
Wizzerd Quest 2 expands the free shareware original into a full first-person RPG, and reviewers agree its strongest asset carries straight over: genuinely funny, deliberately low-budget live-action cutscenes. One reviewer put it plainly: "It's a cinematic masterpiece which is honestly worth playing just for the ridiculous FMV cutscenes. The acting is cheesy in the best way possible, and the costumes look like they raided a fancy dress shop, it's perfect." Another reviewer connected the exploration design to specific genre touchstones: "You can easily see the inspirations behind the game, notably King's Field and Daggerfall... this game seems most like Dread Delusion, but without the irritating Reddit-tier storyline Dread Delusion offered. So imagine the gameplay and late nineties art style of Dread Delusion crossed with the hokey nineties-inspired FMV sequences of a game like General Horse and the Package of Doom." A third reviewer praised the specific improvement over the first game's scope: "Unlike the first game, it features a few different maps that offer a lot more variety. The graphics are also really nice; with the full shaders turned on, the lighting really complements the pixelated textures."
Combat reviewers say is too easy to break
The pool's single most consistent and detailed criticism concerns combat balance, with multiple independent reviewers describing nearly identical exploits. One especially thorough review laid it out plainly: "There is no threat to the player at any given time other than falling into the abyss. Because the player can move backwards faster than the enemy can attack, if you hold S you cannot die even against the bosses and litches. Ranged enemies don't hold much threat either because they will miss you unless you stand completely still." A separate reviewer described the same pattern from an early-game dungeon: "If enemies are hit from a long distance away, many of them will not move at all... In the entire first dungeon, I sniped enemies from afar. Fireball. Fireball. Fireball. Over and over and over. There's eventually a lich lord. I fireballed it to death from a distance, and it never did so much as a step in my direction." That reviewer's account of the game's first real boss was similarly unflattering: "You strafe around it. It has one attack: A fireball that spreads into 3 parts. That's it." A third, more forgiving reviewer still confirmed the same underlying issue: "the enemy doesn't agro easily enough and doesn't agro in groups, making all enemies easy to cheese."
Resource systems that fight their own design
Beyond enemy behavior, the most detailed review identified a deeper mechanical issue with how stamina and mana recover. "Stamina and magic recovery is a flat rate instead of a percent rate... which means an absurdly high mana pool takes an absurd time to refill. This means in the dungeons I chose to just run past all the enemies instead of fight because while I had enough mana to win, using it would mean standing around for a few minutes doing nothing." That same reviewer found stamina similarly redundant for spellcasters: "I chose to play as a mage which doesn't use stamina to attack, but even without upgrading my stamina I had more than enough to swim to every island and skyrim my way up any surface by spamming jump... mana is just the attack meter for spells and stamina is just the attack meter for melee, they are just different colored bars that serve the exact same purpose." Multiple reviewers also flagged load times as unexpectedly slow, with one noting "I have a decently strong computer and the load times were all around 10 seconds which does not seem right for a game like this," and a second independently calling them "atrocious."
A co-op mode that leaves player two behind
The splitscreen co-op, a headline feature, drew a specific and consistent structural complaint. One reviewer explained the imbalance directly: "Player 2 cannot interact, equip items on their own, can't open the map, read signs, talk to NPCs, or fish. So there are so many awkward times where they are stuck waiting or I have to just go around while they have nothing to do." The same reviewer flagged a shared-fate mechanic that compounds the frustration: "If either player falls to their death then both players die and restart the section." Despite the friction, that reviewer still closed positively, calling the mode "a great game to relax and play with someone" overall.
A small, responsive team and plenty of rough edges
The pool's most exhaustively detailed review, itself broadly positive, catalogued a long list of smaller issues alongside its bigger balance complaints, from tutorial signs that don't pause enemy AI to interact prompts that only work from awkward angles to visible light-seams between dark walls. That same reviewer closed by acknowledging the scope of what's already working: "I don't wanna sound like I'm just complaining about stuff so i'll leave this off by saying good job, there's some great potential here." Others echoed confidence in the team behind it, with one writing, "The devs are quick to respond and to fix bugs! Hopefully there will be more content added or DLC in the future."
Verdict
Wizzerd Quest 2 succeeds at what its predecessor promised: a bigger, funnier, more atmospheric take on the same King's Field-inspired formula, anchored by cutscenes that are consistently the pool's most-praised feature. But its combat balance, easily cheesed by ranged enemies that simply won't close the distance, a mana economy that discourages spending mana at all, and long load times, is a real problem that keeps the moment-to-moment gameplay from matching its presentation. At $14.99, with a responsive developer and clear room to patch the balance issues, it's an easy recommendation for genre fans willing to overlook rough combat for a genuinely charming world.
Pros and cons
Pros
- Genuinely funny, deliberately cheesy live-action FMV cutscenes reviewers consistently called the game's highlight, with committed performances and thrift-store costume design
- A moody, King's Field- and Daggerfall-inspired open world that reviewers said is satisfying to explore, even if occasionally underfilled
- A cheap, effective price point, with multiple reviewers calling $14.99 a steal for the amount of content and charm on offer
- A responsive developer reviewers say fixes bugs quickly, building on the beloved free shareware original
Cons
- Combat widely described by reviewers as trivially exploitable, since many enemies won't aggro or pursue from range, letting players cheese fights by kiting or backpedaling
- Stamina and mana that recover at a flat rate rather than scaling with pool size, which reviewers said makes larger mana pools impractically slow to refill in practice
- Splitscreen co-op that leaves the second player unable to interact with items, NPCs, signs, or the map, creating long stretches with little for them to do
- Long load times multiple reviewers flagged as surprisingly slow even on strong hardware, alongside a list of smaller bugs and UI rough edges