Wizard Run
Run the forest path, jump the roots, duck the branches and burn the violet wards before they reach you.
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Run the forest path, jump the roots, duck the branches and burn the violet wards before they reach you.
A runner with no attack button. Four hazards, one correct movement each, and points for clearing them close.
A collection runner where the multiplier falls if you stop picking things up for 1.8 seconds.
Five realms on a loop, each with its own hazards, and a Focus spell that only runes can refill.
One button, a dragon and a line of stone gates. Dead centre is worth five times the edge.
An endless cave tunnel where the middle is safe and pays almost nothing. The points are near the rock.
A climb with nothing in it that can attack you. The only way down is a jump you did not make.
A climb with a deadline. The shadow below never stops, and blink only refills from crystals.
Five designed rooms of Ravenhold. Collect the room's magical objects, then reach the door.
A knight curled in his own shield, rolling downhill. Speed comes from the terrain, not from a button.
Six tile-built screens of the undercroft. Find every key, reach the door, and stomp what gets in the way.
Fill the quota, then reach the exit. Nothing here can kill you - traps cost seconds, and seconds are all you have.
A top-down crawl where fighting pays and health is what runs out. Pick your fights.
They are faster than you in the open. The torch is your safety, your clock and your multiplier.
A fresh perfect maze every run. Three keys, one exit, and a lantern burning the whole time.
You drift. Air is the clock, vents are the only refill, and stopping still costs you.
One button. A rune orbits, an arc is lit, and you release the spell as they cross.
The one game here where grabbing everything is wrong. Take the ingredients in the order the recipe asks for.
One spell, one button, and it turns the world upside down. There is no jump and no brake.
An open glade, visible crystals, a clock, and nothing that can hurt you. Colour chains are worth triple.
Five lanes, one gold lane, and a bonus for taking a whole coin run without leaving it.
Four belts, three chutes and three hands. Take what is worth taking and put it in the right place.
A disc of light attuned to one element at a time. Everything else falls straight through it.
Turning rings of thorn with one gap each. Aim at where the gap is going to be, not where it is.
The introduction to the battle system. Swing when something is in reach, not when you see it move.
Nothing is chasing you. Everything is walking at the gate, and the gate cannot move.
The dragon cannot be killed. It can only be read - and the treasure is where it is looking.
The battle category with the fighting taken out. Dash through monsters, not around them.
Six short trials on rotation with no warm-up between them. The difficulty is the switching.
Five realms, five ways to play, one health bar across all of them. Then it starts again, faster.
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