Wizard Run
Run the forest path, jump the roots, duck the branches and burn the violet wards before they reach you.
Editor's picks, plus your own most-played games once your browser has something to show. There are no global play counts on this site.
Fantasy Arcade is a static site with no accounts and no server-side storage, so it has no way to know how many people play a game. Rather than invent a number, this page does two things: it shows an editorially selected list, and - once you have played a few games - it shows your own most-played titles, counted in your browser and never transmitted anywhere.
No figure on this page represents global popularity, and none is presented as if it did.
Counted in this browser only. Clearing site data resets it.
Chosen for variety across the six categories, not by popularity.
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.
One button, a dragon and a line of stone gates. Dead centre is worth five times the edge.
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.
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.
A fresh perfect maze every run. Three keys, one exit, and a lantern burning the whole time.
One button. A rune orbits, an arc is lit, and you release the spell as they cross.
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.
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.
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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