The Wizard of elemental magic is a pretty strong effort, overall, and it owes a lot to its graphics and music. Some of the background elements weren't always clear what they were supposed to be (lookin' at you, ceiling spikes,) but for the most part, you'll learn by doing, with only a few button prompts to let you know the controls, which is always the best way to teach novel gameplay.
But If there's one thing every puzzle-platformer needs, it's tight, precise, responsive controls, and this is one area in which The Wizard of elemental magic's is good, but not great.
The enemies never stop moving, which means you need to quickly get into position and then nail your jumps perfectly. Which might be okay if you could stop on a dime, but you kind of slide into and out of your movement speed, which makes the timing just a little bit awkward when a red blob is relentlessly barrelling down the hallway towards you.
The biggest problem, though, is the lack of coyote time. Every platform game should have coyote time in 2019. Hell, every platformer game on the NES *had* it in 1989. If I run off the edge of a platform and press jump and nothing happens, *that's the game's fault* for not implementing coyote time. The original Super Mario Bros had it. Is this game better than Super Mario? I think not!
Add coyote time! If you don't know what that means, Google coyote time! Then add it to your jumps!