Mines and Magic
Multiplayer tower defense auto battler with a strategic economics component.
Units have various magical abilities. Combine units’ complementary strengths.
There are more than 150 different units currently in the game, every one of which has a unique ability and fights differently.
Also you can cast spells to help your army.
Expand your territory and build mines and farms to gather different resources randomly scattered around the map.
Resource management, strategic thinking and planning ahead would help to win.
Defending the castle is still the main priority. In case of a defense breach, you can upgrade your castle.
Singleplayer campaign has 20 levels. Each has about 25-35 waves of enemies.
1v1 pvp mode is currently available. 2v2 and 4v4 are being developed.
Steam User 20
I don't write a lot of reviews, but I've been watching this develop all the way from the developer making the original Mines and Magic on StarCraft II (Custom map on SC2), to posting up a really alpha version on the subreddit for their game, and now launching this. I've been playing the standalones released on reddit as soon as they were up and had fun for hours and hours, and now it's on steam!
It's been fun to watch it develop from a custom game on a different engine to coming here onto steam. The idea of a standalone version is great. It's still an early release, so the graphics and a few things are limited, and the interface could still use some work.
However, here's some things I really love overall:
- The ability to attack map points is great.
- Getting resources for each area you attack is great! Being able to upgrade them as you see fit is very cool. Instead of just conquering a map, there's some strategy to it.
- Right now it's down to being able to buy one other builder, but in the SC2 version there's a ton of builders, I'm hoping to see more, but being able to buy them with in game resources is very cool. The fact that it's an option in single player is nice.
- The ability to buy spells in the middle of the game is great and makes it for a huge game changer. Sometimes units may not cut it on a wave and in a bind you may find yourself using a fireball, or regeneration, maybe you need rage, or the other plethora of spells that are available (there is a lot!).
- Buying spells in game gives you more gold income, and so does upgrading your keep, and it is actually very useful and splits towards "the keep" after a round (to help upgrade that area, or others you've attacked).
- The interface is simple so far, and while the buttons are really really big, it's still easy to use and is easy enough laid out to use in a manner that makes sense from a starting sense.
- The units at your disposal make it enough that you can almost always come up with a combo to complete a level, depending on how strategic you lay your stuff out, upgrade, and mix spells with your mines or keep. While it is random, it is at least difficult enough to provide a challenge if you are patient and take the time to get to know the game. In the first round it seems like it's almost all on unit composition, and later on as you progress you'll quickly realize just how important the spells become, which makes it balanced to stay strategic and thinking on your feet and ahead.
Some things I hope we'll see in the future:
- The mine zap button kind of pops up in inopportune places when you click it, and am hoping that may improve, or become hotkeyed (such as within the sc2 version).
- Ability to upgrade zaps? or apply spells to it? (a slow or poison zap would be cool, at cost, of course)
- The buttons are pretty huge and makes the screen seem like you're zoomed way in by comparison of the UI. It's not bad and this is still an early release, and it is laid out well so things aren't in the way.
- Hotkeys for everything
- More units for a more diverse army would be a plus, though at this moment in time still is a great little layout.
- It would be really helpful to see the hp of units and stats of them as they fight to see and figure out numbers to crunch numbers for the best layout for next rounds.
- Being able to upgrade units into different types would be cool as well, but again, this is early release and the dev has enough on their plate. It's incredible that they've done this much so fast. The map is awesome!
All in all this dev is on top of stuff, has been working on the SC2 version for a while (I hope they don't stop because it's AWESOME), and is dedicated to the development of this. It is so incredibly cool to see them go for a standalone. This is a great little time killer if you like a map conquer strategy game, and with stuff to do, lots of spells, and something to pass the time. Since this is essentially a tower defense map there isn't really any lore or quests that go with it, which is fine since these types of maps don't really tend to be that sort of thing.
Think of it like a gem tower defense game, but with mobile "towers" and spell casting. It's a super fantastic and fun concept. Hats off to the dev for pushing on with this and making it happen. It is VERY cool and a lot of fun! I can only recommend as I've seen how far the original came, and now this making progress? I can only imagine it's going to get better and better and better.
Steam User 9
Well, there is some potential in this game... Although there are few things to improve upon.
1) Balancing... There is none. Currently the game offers only a diehard mode and nothing else. The player is starved for resources. The avilable units are weak and have no AI. They Just march foreward untill they die. Even the range classes that should stay away (or try to distance themselves from the enemy... hit and run tactics... etc...) simply walk into their doom before doing any kind of damage. meh.
2) The zoom. It feels like walking with your face an inch of the ground. Not fun. Increase the range.... please.
3) Difficulty level. There is no choice in the matter. Adding some would be nice. People prefer to enjoy the game and not be frustrated by it....
Steam User 2
Mines and Magic has great replay value and is truly family friendly. While the game is several years old so are the bugs. In my trials I played only the TUTORIAL and found that is you jumped ahead you where forced to restart the TUTORIAL. But when you did restart it would crash the game, and you where forced to quit out.
All in all the game is alright despite finding minor issues even years after its release. If your into tower defence, and looking for something new game, check this one out when the sale hits. ENJOY!
Blockhead APPROVED!!!
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Steam User 1
Played this on sc2 for years! while there is no multi-lane multiplayer the campaign is a blast to play. Unlocking new towers and trying different strategies with the cool upgrades.
10/10 recommend playing
Steam User 2
Level 2, wave 23... and other waves on level 2 was too difficult.
If you want to keep it difficult, you need to educate your players. Some hints, some introduction on how it should be played.
But I have enjoyed many hours with the SC2 map, so I do think you can get this right!
I do recommend it, but at the moment you should be a hardcore player.
Steam User 0
The game has a learning curve that is tough but rewarding. A strategy defense game with focus a wide variety of enemies, resources, and tactics for defense. Looking forward to playing more!
-Love from The Maelstrom Hold- Ducky
Steam User 0
Frustrating at first, but quite addictive. Fun once you get how to play. I enjoyed the campaign. Sad there's not much players for multiplayer.