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Level by level

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Level by level is an action RPG on Kiz10 where you grind mobs, farm bosses for gear, rebuild your stats every level, and chase the brutal Level 150 fight.

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Level by level
Rating:
full star 4.5 (150 votes)
Released:
27 Feb 2026
Last Updated:
27 Feb 2026
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
๐—Ÿ๐—ข๐—ข๐—ง ๐—œ๐—ก, ๐—Ÿ๐—˜๐—ฉ๐—˜๐—Ÿ ๐—จ๐—ฃ, ๐—ฅ๐—˜๐—ฃ๐—˜๐—”๐—งโ€ฆ ๐—ง๐—›๐—˜๐—ก ๐—ฅ๐—˜๐—”๐—Ÿ๐—œ๐—ญ๐—˜ ๐—ฌ๐—ข๐—จโ€™๐—ฉ๐—˜ ๐—•๐—˜๐—˜๐—ก ๐—ฆ๐—ช๐—˜๐—”๐—ง๐—œ๐—ก๐—š ๐—™๐—ข๐—ฅ ๐—ง๐—›๐—ฅ๐—˜๐—˜ ๐—›๐—ข๐—จ๐—ฅ๐—ฆ ๐Ÿ˜…โš”๏ธ
Level by level is the kind of action RPG that doesnโ€™t try to impress you with a thousand cutscenes. It impresses you with momentum. You enter the world, start swinging, start earning experience and gold, and suddenly youโ€™re in that classic loot trance where your brain keeps whispering, โ€œJust one more levelโ€ฆ I want to see what drops next.โ€ On Kiz10, it plays like a loop-built obsession: fight mobs, power up, roll new stats, stack gear combinations, and push deeper into a boss ladder that gets nastier the higher you climb.
The hook is right in the name. Every level changes you. Not just in the usual โ€œbigger numberโ€ way, but in a way that makes you rethink your build constantly. One level you might feel like a fast striker who dodges everything and deletes targets before they touch you. The next, youโ€™re staring at your stat points like theyโ€™re a personality test. Strength? Agility? Stamina? Something else that sounds tempting? Youโ€™re not just leveling up. Youโ€™re re-inventing your approach, over and over, as if the game is daring you to find the version of your character that survives longest.
๐—ง๐—›๐—˜ ๐—™๐—œ๐—š๐—›๐—ง๐—Ÿ๐—ข๐—ข๐—ฃ ๐—œ๐—ฆ ๐—ฆ๐—œ๐— ๐—ฃ๐—Ÿ๐—˜, ๐—•๐—จ๐—ง ๐—œ๐—ง ๐—›๐—”๐—ฆ ๐—ง๐—˜๐—˜๐—ง ๐Ÿบ๐Ÿ’ฅ
You jump in, enemies appear, and your job is straightforward: vanquish them, take their gold, take their experience, and keep moving. The satisfaction comes from how quickly the game pays you back for being active. Every kill feels like progress. Every handful of coins feels like your next upgrade is getting closer. Every boss attempt feels like a test you can actually prepare for, not a random wall.
But โ€œsimpleโ€ doesnโ€™t mean โ€œeasy.โ€ The game has layers of threat that keep you alert. Regular mobs keep pressure on your resources and your pacing. Mini-bosses guard piles of gold like theyโ€™re personally offended you showed up empty-handed. Area bosses bring unique equipment, meaning theyโ€™re not just obstacles, theyโ€™re farming targets. And then, looming over everything, the ultimate promise: the Level 150 Boss. The kind of final fight that turns confidence into silence. The kind of boss that makes you stop mid-run and think, โ€œWaitโ€ฆ am I even built correctly?โ€
๐—ฆ๐—ง๐—”๐—ง ๐—ฃ๐—ข๐—œ๐—ก๐—ง๐—ฆ ๐—”๐—ฅ๐—˜ ๐—ฌ๐—ข๐—จ๐—ฅ ๐—ฅ๐—˜๐—”๐—Ÿ ๐—ช๐—˜๐—”๐—ฃ๐—ข๐—ก ๐Ÿง ๐Ÿ“ˆ
Every time you level up, youโ€™re not just receiving power, youโ€™re choosing what kind of power. That decision is where the โ€œRPG brainโ€ wakes up. Strength makes you hit harder and feel like a freight train. Agility makes you quicker and more slippery, letting you survive situations that would splatter a slower build. Stamina is the quiet hero that keeps you alive when fights drag longer than planned.
And hereโ€™s the funny part: youโ€™ll tell yourself youโ€™re making โ€œcareful choices,โ€ then youโ€™ll do something unhinged like dumping points into a stat because you want to see if it feels broken. Sometimes it works and you feel like a genius. Sometimes you get humbled by the first mini-boss you meet. Either way, the game encourages experimentation because every level is a fresh chance to tweak your identity. Itโ€™s not a one-build-for-life RPG. Itโ€™s a sandbox of builds with consequences.
Thatโ€™s what keeps the grind from going stale. When you get stuck, the solution isnโ€™t always โ€œfarm more.โ€ Sometimes itโ€™s โ€œbuild smarter.โ€ Sometimes itโ€™s โ€œstop pretending youโ€™re a glass cannon when youโ€™re clearly playing like a tank.โ€ ๐Ÿ˜ญ
๐—š๐—˜๐—”๐—ฅ ๐—–๐—ข๐— ๐—•๐—ข๐—ฆ: ๐—ง๐—›๐—˜ ๐—Ÿ๐—ข๐—ข๐—ง ๐—ง๐—˜๐—ง๐—ฅ๐—œ๐—ฆ ๐—ง๐—›๐—”๐—ง ๐—ก๐—˜๐—ฉ๐—˜๐—ฅ ๐—˜๐—ก๐——๐—ฆ ๐Ÿช–๐Ÿ—ก๏ธ
Equipment is where Level by level gets delightfully dangerous. Helmets, armor, weapons, amuletsโ€ฆ and so many possible combinations that you start treating your inventory like a lab. Youโ€™ll find something that looks average, then realize it completes a weird synergy with your stats. Youโ€™ll find a shiny piece of gear, equip it instantly, then later realize it ruined your rhythm because you leaned too far into one side of the build. The game makes loot feel meaningful because itโ€™s not just power. Itโ€™s direction.
Boss drops are the spicy part. Those four unique location bosses arenโ€™t just โ€œbeat once and move onโ€ content. Theyโ€™re the farm targets that keep your build evolving. When a boss yields unique equipment, youโ€™re not only celebrating a drop, youโ€™re planning a whole new build around it. Thatโ€™s when the game sinks its teeth into you. A single legendary drop can turn your entire day into โ€œOkay, I need to test this properly.โ€
And mini-bosses? Theyโ€™re the quick dopamine hits. Shorter fights, fat rewards, a clean way to refill your gold and resources when you donโ€™t feel like committing to a full boss cycle.
๐—ค๐—จ๐—˜๐—ฆ๐—ง๐—ฆ ๐—”๐—ก๐—— ๐—ง๐—›๐—˜ ๐—ช๐—ข๐—ฅ๐—Ÿ๐——โ€™๐—ฆ ๐—ฆ๐—˜๐—–๐—ฅ๐—˜๐—ง ๐—ฆ๐—œ๐——๐—˜ ๐Ÿ—บ๏ธ๐Ÿ•ฏ๏ธ
Between the fighting and the farming, quests add another reason to roam. NPC quests arenโ€™t just errands here. Theyโ€™re your excuse to explore, to unlock areas, to get rare rewards that might push you past your current ceiling. The world has that โ€œthereโ€™s something hidden if you look closelyโ€ energy. Youโ€™ll be moving for combat, but youโ€™ll stay for the curiosity. Whatโ€™s behind that new zone? Whatโ€™s the next quest chain going to unlock? Why does this area feel like itโ€™s hiding a punchline?
And because the game is built around endless progression, quests feel like milestones. They give shape to your grind. They make your advancement feel like a journey rather than a treadmill.
๐—ง๐—›๐—˜ ๐—ฅ๐—ข๐—”๐—— ๐—ง๐—ข ๐—Ÿ๐—˜๐—ฉ๐—˜๐—Ÿ 150: ๐—” ๐—ฃ๐—Ÿ๐—”๐—ก, ๐—” ๐—›๐—”๐—•๐—œ๐—ง, ๐—” ๐—Ÿ๐—œ๐—ง๐—ง๐—Ÿ๐—˜ ๐—ฆ๐—ง๐—จ๐—•๐—•๐—ข๐—ฅ๐—ก๐—ก๐—˜๐—ฆ๐—ฆ ๐Ÿฐ๐Ÿ”ฅ
Reaching level 150+ isnโ€™t a single push. Itโ€™s a routine. Fight, spend points, adjust gear, repeat. When youโ€™re progressing smoothly, the game feels like a power fantasy. When you hit a wall, it becomes a strategy problem. Thatโ€™s the cycle that keeps players coming back: the moment you get stuck is the moment you start thinking harder, and the moment you start thinking harder is the moment you discover a build that suddenly works.
If you want to climb efficiently, treat bosses like projects. Donโ€™t just spam attempts. Learn what your build is missing. More damage? More survivability? Better synergy? Then farm the content that solves that exact problem. It sounds obvious, but when youโ€™re in the grind haze, itโ€™s easy to forget and just throw yourself at the wall again and again. The game rewards patience disguised as violence.
And when you finally face that Level 150 Boss, it wonโ€™t feel like a normal fight. Itโ€™ll feel like a summary of everything you learned. Your stats, your gear, your choices, your farming discipline, your willingness to rebuild instead of blaming the game. Win or lose, itโ€™s the kind of battle that makes you sit back and laugh a little, because you know you just challenged something legendary on purpose. On Kiz10, Level by level is an action RPG built for build-crafters, loot hunters, and anyone who loves watching a character transform from โ€œrandom adventurerโ€ into โ€œplease stop dropping legendary items, Iโ€™m running out of inventory space.โ€ ๐Ÿ˜„โš”๏ธ

FAQ : Level by level

What type of game is Level by level?
Level by level is an action RPG on Kiz10 focused on combat grinding, leveling up, assigning stat points, collecting gear, and farming bosses for unique equipment.
What happens when I gain a level?
You earn new stats to allocate into attributes like strength, agility, and stamina, which can dramatically change how your character plays from one level to the next.
Whatโ€™s the difference between mobs, mini-bosses, and area bosses?
Mobs are your main source of steady experience and gold, mini-bosses are quick reward targets that guard piles of gold and resources, and area bosses are the big fights that can drop unique gear worth farming.
How do I get legendary equipment faster?
Farm the four location bosses repeatedly, optimize your build for consistent clears, and upgrade gear synergies so you can defeat bosses faster without wasting runs on risky setups.
What is the main endgame goal?
Your long-term objective is to reach level 150+ and challenge the Level 150 Boss, the toughest fight in the game, while continuing to experiment with builds and equipment combos.
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