
Magi: Mind Game takes the essential elements of a fighting game and turns it into an easy to learn difficult to master turn based strategy game. Focus on manipulating and predicting to outsmart your opponent. No need to memorize combos and difficult controls.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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[h1]Before I played Magi: Mind Game, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Fricking epick mind frick game.Needs more players.
Game works fine on normal. On "ranked" mode, game gets stuck after winning.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 30 reviews with recorded playtime.
I forgot the password I need help
Legitimately pretty fun. There's no player base at the moment, but there are bots in the queues you can play against to try. Friend matches are a thing as well if you want to play against someone you know.
Rock paper scissors
免费 没中文 没成就 《Magi:心智博弈》(Magi: Mind Game) 核心游戏理念 《Magi:心智博弈》提取了格斗游戏的核心元素,将其转化为一款 “易于上手、难于精通” 的回合制策略游戏。 我们认为,格斗游戏的真正精髓在于其 “心智博弈”—— 通过预判对手心理、施加心理影响来取胜。在多数格斗游戏中,这种博弈被浓缩为 “石头剪刀布” 式的玩法,例如选择低位格挡或高位格挡。这类游戏之所以比单纯的石头剪刀布更具乐趣,关键在于每种选择都对应着不对等的风险与回报。举例来说,部分招式可能 “更安全”,但命中后的收益较低;另一些招式则风险极高,却能带来丰厚回报。此外,格斗游戏的实时战局状态会催生全新的趣味场景,改变每一招式的风险与回报比重。 《Magi:心智博弈》设有 5 种法术,它们构建出复杂的游戏逻辑,足以支撑这种深度的风险回报玩法,且无需玩家培养肌肉记忆。你无需花费数小时记忆连招,便能即刻享受 “心智博弈” 的乐趣。 借助机器学习解决匹配难题 独立多人 PvP 游戏面临的最大困扰,是缺乏足够的玩家基数来实现优质的匹配体验。由于同时在线人数过少,找到与自己水平相近的对手变得异常困难,甚至无从实现。 本游戏的一项创新特色是:利用深度学习神经网络打造拟真玩家对手。我们通过收集真实玩家的对战数据,让 AI 学习模仿该玩家的对战风格。这些高级 AI 会被纳入游戏生态,像人类玩家一样通过对战提升排名,因此你永远不会遇到与自己水平不匹配的 AI 对手。我们的目标是让 AI 足够逼真,使你无法分辨对手是真人还是 AI。而且,随着玩家数量的增加,会有更多 AI 被生成 —— 无论游戏在任一时期的热度如何,都能为所有玩家提供丰富的匹配体验。 制作人员名单 音乐 Mellow Sonic:Joi、Omnipresence 音效 Mads Katsberg UI/UX 与游戏背景 Isaac Medina(FIMF) 商店宣传图 Altay Davletov 巫师模型 Nathan Skaggs
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Very special game. If the dev reads this, it could have been a big, viral game with slightly more depth, 8 - 10 spells at max. At the moment, there's basically only 4 spells, since water's uncounterable nature makes it risk free. Risk free moves should not exist in a mindgame focused game. However, if you want the game to remain simplistic, with few spells, here's my second suggestion: Layered spells. Every X turn or however you want to implement it, both players fire two spells in succesion instead of one. Or you could make it into a queue system, where you fire a spell as normal, but then also queue a bonus spell that will fire alongside whichever spell you choose the next turn. This would allow for combo potential, and the feeling of countering not just one move, but multiple at the same time, would be so rewarding. And I'm certain it is not even a balance nightmare either. Consider it for Magi 2.
Removes all skill barriers from the "fun" part of multiplayer: Outsmarting another human. Really feels like you are "in their head" when you outplay them. Uou can play against friends by queuing up at the same time, which is the best way to play imo.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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