John Wizard Games

John Wizard Games is an Australia-based indie game company focusing on RPGs for the casual market. Games include the “Dawn’s Light” series (The original and “A Christmas Tale”), the “Lilly and Sasha” series (one published, one in production), and “Jack of All Worlds”.


 * Anti-Grinding: Monsters give far less experience than completing quests, and levels cap at 50.
 * Author Avatar: Represented as John Wizard, appearing at the end of "Jack of All Worlds" and throughout the entirety of "A Christmas Tale".
 * A Wizard Did It: Who set up all these puzzles and dungeons? John Wizard.
 * Fetch Quest: Lots of ‘em.
 * Lampshade Hanging
 * Mood Whiplash: While the hallmark of JWG is humor, the plots are treated very seriously, so this trope is shows up quite a bit.
 * No Indoor Voice: Tricksters.
 * RPG Maker: Uses VX, but various scripts have been added so all games are very much original experiences.
 * Rule of Funny
 * Solve the Soup Cans: Many of the puzzles.
 * Save Points: Featured in all games, presented as journals or floor tiles.
 * The Tetris Effect: You will be pushing those blocks around in your head for hours.
 * You Gotta Have Blue Hair: Many of the NPCs.

Examples found in the “Dawn’s Light” series

 * The Smurfette Principle: Vera.
 * Saving Christmas: “Dawn’s Light: A Christmas Tale”
 * Redheaded Hero: Harvey.
 * True Final Boss:.
 * No Indoor Voice: Tricksters.
 * Freeware Games: “A Christmas Tale”.
 * You Gotta Have Blue Hair: Vera.

Examples found in “Jack of All Worlds”

 * Deal with the Devil: Jack agrees to work for Loki to bring his father back to life.
 * One Hundred Percent Completion: Required to finish the game.
 * Title Drop: Loki drops it at the very end.

Examples found in the “Lilly and Sasha” series
"Robert: Hi, I’m Robert. Welcome to Milnerton."
 * Actual Pacifist: The interrogator in Haven Hills in “Curse of the Immortals” won’t hurt you—just your feelings. (And maybe eardrums.)
 * And Your Reward Is Clothes
 * Adam Smith Hates Your Guts: Averted in “Curse of the Immortals”, with new equipment being not purchased from stores, but found in various chests around the world.
 * Affectionate Parody: “Curse of the Immortals” has Milnerton, a town filled with generic RPG sterotypes.
 * Betting Minigame: The Dog Racing in “Curse of the Immortals”.
 * Big Bad: Donovan.
 * Combination Attack: “Curse of the Immortals” features these when the attack bar reaches 100%.
 * Curse
 * Difficulty Levels
 * Everything's Better with Spinning: Battles in “Curse of the Immortals” ends with your team spinning in place.
 * Global Currency Exception: Subverted in “Curse of the Immortals”—want to buy that snake python? That’ll be twelve brown leaves, please.
 * Haunted House: Wilson Manor in “Curse of the Immortals”.
 * Nonstandard Game Over: in that there is no “Game Over”. In “Curse of the Immortals”, after losing a battle, you have three options: restart the battle, load a save state, or exit to menu.
 * Inevitable Tournament: Lampshaded in “Curse of the Immortals”.
 * Inn Security: How you meet Viper in “Curse of the Immortals”.
 * Leaked Experience: Even if you die in battle, for “Curse of the Immortals”.
 * Let's Split Up, Gang!: During the Auction/Play cutscene in “Curse of the Immortals”.
 * Organ Drops: Make up the Vendor Trash in “Curse of the Immortals”.
 * Our Monsters Are Different: The Minocentaurs and Landsharks.
 * Rule of Three: In “Curse of the Immortals”, you have to track down and interrogate three bandits before getting the key to the stolen stash.
 * Stylistic Suck: Viper’s “masterpiece”.
 * The Mole:
 * To Be Continued: At the end of “Curse of the Immortals”.
 * Vendor Trash: “Curse of the Immortals” has an interesting aversion: while the storekeepers won’t buy anything off of you, various NPCs will buy drops from specific nearby caves for small amounts of money.
 * Wallet of Holding: Averted in “Curse of the Immortals”, with a gold limit of 750.
 * Welcome to Corneria: Lampshaded in “Curse of the Immortals” with the inhabitants of Milnerton.
 * Welcome to Corneria: Lampshaded in “Curse of the Immortals” with the inhabitants of Milnerton.


 * What Do You Mean Its Not Symbolic?: The upper crust completely understand the meanings and rhetoric in Viper’s play because it is very down-to-earth and they are totally real and stuff.
 * Wrap Around: In “Curse of the Immortals”, there is an area in the Deadlands that acts like this, although walking in a certain order will allow you to go to the next screen.