Mind Over Magic
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Über das Spiel
Design, construct, and optimize every detail of your ideal magic school! Keep everyone alive and content while preparing students to explore the horrors of the Underschool, a deadly subterranean trial. Study lost arcana, grow exotic plants, brew potions, and raise undead servants. But don’t forget to stop the deadly fog from consuming everything in its path.
Create Your Own Magic School
Construct your dream magic school, block by block. Design unique rooms any way you see fit. Craft and place every light, piece of furniture, and decoration. Will your school be whimsical or efficient, creepy or cozy… Make it your own!
Explore the Deadly Underschool
This mysterious labyrinth holds dark secrets and deadly magical battles with ghastly creatures and can lead to great rewards.
Respect the Dead… And Use Them!
Death is tragic and painful, but the spirits left behind help out in their own unique ways.
Conjure Wands, Potions and Familiars
Craft wands and potions to summon more powerful students. Practice Dark magic to animate undead helpers that handle many chores.
Teach And Master Magic
It can’t be a school without class! Students learn magic every day on a schedule you choose and teachers you assign. Learn and harness powerful abilities from a range of magic disciplines to unlock your students true potential.
Systemanforderungen
Steam Nutzer-Reviews
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5240 Std. insgesamt
Verfasst: 28.12.23 14:48
It's about building a school for students and is a slow paced sandbox game that has you focusing on optimization and "city building." You start out by designing rooms and gathering resources while having small encounters that show off your magic skills.
The room requirements is a bit off putting at first, but once you get the hang of it, it's actually a really nice feature that adds a layer of complexity to the game that keeps you thinking of optimizing your school. Your school is never really static and you're constantly upgrading and changing the layout. Thankfully moving a room isn't difficult and doesn't take a lot of time. The developers added a nice tooltip on options for expanding your school and gave some general ideas on the best way to achieve this.
I'm really enjoying it so far and can't wait to see what else is added to the game during early access!
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196 Std. insgesamt
Verfasst: 28.12.23 11:11
It's just not a great game loop for my taste. You can't care about any character because at the end of the day they are all expandable.
Building part is not bad, but designed to build asymmetrical junky buildings, not to my taste, but I could appreciate the effort to stay away from boring boxes in this theme, and implement it so both orderly and chaotic builds are possible.
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1479 Std. insgesamt
Verfasst: 28.12.23 08:13
A: Simple answer is, if you liked Oxygen Not Included (ONI), I'm pretty sure you'll like this game.
It's early access so it's just at the start of its journey of polish and balance, but I've not run into anything like a game breaking bug. Klei have a good track record for me based on ONI and if they put the same love and attention into this game it will truly shine.
My main gripe so far, and I understand it is how the game is meant to be played, is the system for upgrading your teachers and students. From original X-COM days I get attached to my peeps and love levelling them up over the course of a game. And then mourn their loss when they die. The system of graduating students kind of works, but the retirement path for teachers doesn't. I'd much prefer a way of levelling them up (sending them on sabbatical missions maybe) so you have the option to keep a favourite. Definitely needs something like teacher roles (Headmaster, groundskeeper etc.) Having said this I know the games systems will evolve and get beefier as the game is nurtured by Klei.
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7248 Std. insgesamt
Verfasst: 28.12.23 02:04
Instead, MoM provides an opportunity to learn a completely new game instead, for way more entertainment value for the same amount of effort, while retaining some obvious best-practices and knowledge advantages from the genre in general.
I'm also a big jigsaw nerd, so the concept of a higher focus on room shapes/sudoku scratches a completely different itch that wasn't as pronounced in ONI, and a very glad trade-off from complicated temperature/material shenanigans.
EA definitely has its small bumps and balance issues, but this is such a promising start that it's my easy GOTY choice for 2023, albeit a late one. Excited to see how it progresses.
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3015 Std. insgesamt
Verfasst: 25.12.23 19:54
If you played Oxygen not included there are some similarities:
- Room bonuses
- Task priority system
- Food restrictions available
- Conviction instead of morale
- Underground exploration instead of space exploration
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2997 Std. insgesamt
Verfasst: 21.12.23 21:31
There are some differences, the biggest being the turn-based combat. I find that quite enjoyable though.
This won't replace ONI for me, but in its current state it's a nice game to play when time is a bit more limited.
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1495 Std. insgesamt
Verfasst: 21.12.23 12:36
What was the goal here? ONI with zombies and werewolves? But somehow less? There's so much to love here and for the first several hours, you certainly will if you're a fan of previous KLEI titles. I love ONI and when I found it I was caught off-guard by how incredibly intelligent and charming it was. I've played it for countless hours and still suck at it but the gameplay loop is rewarding enough to keep me coming back. Not this time though. Not with Mind Over Magic.
Someone else wrote in a different review here about the unbecoming and seemingly pointless 'leveling' system in this game. To summarize, it doesn't make any sense. The founder of your school is a ghost that will haunt your structure from the beginning of the game. He is a slave. The only mage you have that doesn't require food or sleep. He or she will always be running around doing stuff. Kind of a shitty way to spend the rest of eternity after sacrificing your life trying to build it. Thanks for the school bro, now clean the trash off the kitchen floor for eternity, lol.
Then you have the 3 founding mages you start with. You get a human, a wolfman and a zombie. You will have to hit the reroll button several dozen times on each to roll suitable health and traits, or don't. I don't think it matters with any of the starting guys because you cannot change out weapons and equipment which makes them obsolete after a short amount of time.
The students you recruit are done so after you craft one of a few wands. Over time, you will unlock recipes to build better versions of said wands. This design coupled with the inability to swap items out with your characters fundamentally breaks the leveling system. Your founder starts out with a level 1 wand, they can never replace it with a better one. They are always going to be doing the lowest amount of damage or support. Yet, here comes Giles the brand new student but because he rolled good stats and has a level 3 fire wand he dwarfs the founder in power and utility. Keep in mind that you cannot directly control any of these minions. You can only guide them by selecting things to be mined, harvested, cut down, etc. There is no other interaction with any of them other than the very basic combat system which again, seems fun at first, but feels extremely shallow once you realize whats happening. The mages become an afterthought meant to be used as graduates to farm scrolls to unlock what at first seems like a fulfilling research tree but really hard locks some basic items behind pretty lofty grinds. In fact, I was hoping to develop these mages and develop a bit of a story behind each one but after 20 minutes I couldn't tell the difference between the three with the exception of the goofy outfits they were dripped out in. Also, the game seems like it has a bunch of customization but it doesn't unless you count the "randomize" button.
The building part is cool and really feels fun to play with at first, but again, it starts feeling restricted and some of the room requirements are kind of ridiculous. I really enjoy the fog system and the idea of exploring the world and dungeons underneath, but the game feels too suffocating to me. Like its showing me how good a big full breath of air feels while its squeezing me to death.
This uses ONI's recipe and botches it in a lot of unpleasant ways but from the reviews I'm an exception to the rule. I've spent 24 hours so I bought it for better or worse, but right now they need to add much more meat to these potatoes.
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661 Std. insgesamt
Verfasst: 21.12.23 04:00
The whole system is developed nicely, unfortunately, some issues I had faced while playing the game
1. building progressions - some rooms have certain requirements, and although one would love to just upgrade a room once they get to that customized point of their game (because you research random things and may end up improving the room much later or very soon), you'll start seeing keywords for building restrictions, which in of itself, forces you to basically vacate your current room and build an additional room someplace else on your "castle" (castle being your entirety of where you may build) so you can adhere to grounding it, making it extra tall, only have 1 door, etc. Not only that, but I was clumsy enough and struggled to find that you need to do significant research to get the ability to add FLOORS to the grass ground, allowing you to build off of it. I ended up stacking my rooms and buildings like I was going for some kind of medieval skyscraper. Lastly, you NEED support systems to design a castle or else you cannot stagger your rooms and make adequate sized rooms for their purposes. I ALSO missed that agenda, and ended up doing alot of room swapping.
2. professors are lame - I'm sorry, but whatever reason you give to recruit a student to teach, they become obsolete. Fighting is the only way to upgrade your students, and as professors, they cannot gain such upgrades and had to have gotten them when a student, meaning why fight as a professor in the underworld (the place you go to do random missions to clear creeps and gain xp/ medallions which upgrade the power of ur wizard). Not only are professors basically defunct to constant working, but professors hold no form of progression or interesting detail now they have basically been stripped of every characteristic since they don't fight. The only importance they hold (and I have not gotten this far so please read with a grain of salt) is the wand they bear, which you can basically take after retiring them, which I assume means you can start a student stronger off with such a stick
3. The start is rough. I wish the tutorial forced you to do certain things like build a research station, build a station to make food etc, because so much information on specialized rooms and wizard attributes are given, meanwhile I find out you can fight 2 hours after building the base and take the same amount of time to start recruiting students, it is madness
Now, thankfully, most of these issues don't ruin the game. In fact, the third is basically nullified once you're slapped around enough to realize what things are actually happening. Just be wary of some sour experiences I have faced, and I hope you are smarter and plan better than me and my upside-down Pizza Hut-Shaped wizard establishment
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Release:14.12.2023
Genre:
Simulation
Entwickler:
Sparkypants Studios LLC
Vertrieb:
Klei Publishing
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
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