
Minos is a maze-building roguelite where you, the fabled Minotaur, must defend your sanctuary from bloodthirsty adventurers. Design and re-design deadly labyrinths, set traps, and turn every brave fool into your next victim.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Great game!! It is very fun. But I do not recommend this because of a few, really simple, bad design choice that can be easily fixed, but are also preventing me from putting any more time into the game. 1. Before starting a wave, highlight the path, highlight the player in the labyrinth and prompt, "Do you want to move to a safe place before starting the wave". I have yet to loose a map because I was overwhelmed or designed the labyrinth badly, but always because I forgot to move my guy to safety before starting a wave, and he just gets slaughtered. I'll spend 10 minutes building a great labyrinth for the wave, hit the button only to realize my dude is just standing there about to be killed. Every single loss has been because of this. 2. Get rid of the 2 mode prep thing. There is no reason for it. If I click in a mineable wall, mine it! If I click on a trap slot, let me select the trap to go there. All this swapping between "build" mode and "run around" is just stupid and fussing around with it makes the prep so much less fun.
I am going to say no. Its not bad, but its slow. Everything is broken up by text and it felt like I was being drug through a book rather than a game. The game seems interesting. I dont love the limitation of only placing traps where they assign it. I get that is probably part of the game mechanic, but it bored me. I was hoping for more of free form tower defense with an intriguing idea. This felt a bit more like a slow drudge with a fairly boring story. Remove the story or speed it up, open up the world a bit and let me have fun. One of my favorite tower defense games was orcs must die. I want that free flowing style with this idea and I think it would work better for me.
This game has no right to have this many mechanics and be this fun. I'm loving every minute in this maze and discovering all the different ways to surprise those goody two shoes.
游戏挺好玩的,就是觉得自己比较笨,中后期敌人太强了,不容易赢。 说下心得,也说下难点,看有没有人给点建议。 我喜欢靠陷阱取胜,不让敌人到达巢穴,尽量不用牛头人战斗就不用,本身也是因为血量控制比较极限,用来换取能量了。 最后是不喜欢敌人损坏陷阱,比如破坏门 疑惑: 1、敌人的数量增长太快,陷阱不够用,大家是怎么解决后期的批量敌人呢? 2、陷阱秘密组合不太好找,帮忙几个推荐好用的 3、火+毒会损坏陷阱,伤害也不强,特别是面对后期敌人,大家是怎么利用的呢? 技巧: 1、初期比较简单,将不同的陷阱坑位连接起来,陷阱也足够用,中期就需要修补技能,使用过的陷阱修复能够再次使用。 一种是打时间差,一种是设置一条必经之路 2、自动门挺好用的,可以分离小队1名成员,缺点只能用1次 3、可互动门好用,可以让牛头人绕后,但是不能封死路线,要不然门会被拆掉 4、路标用得比较少,岔路口可以让敌人走到另一条路上,属于引诱能力,只能生效1次,要是每次都能生效,那就很强大了 5、牛头人雕像用得少,不太会用,可以把敌人骗进房间里,强制攻击(目前想到的是建造1个毒气密室,进入就锁门) 6、音乐陷阱前期挺好用的,不占用陷阱坑位,并且可以诱惑第一名敌人离开团队,中期就不好用了,需要仔细计算路径、时间,伤害也比较低,中期敌人打不动,升级的音乐陷阱根据距离长度决定伤害,又很吃路线,后期空间一般都小,最关键是音乐生成的路线居然是朝向巢穴!意味着想要玩好音乐陷阱,需要在第二个入口去设计第三入口的敌人。设计岔路口的难度,对我脑子伤害有点大(音乐陷阱前方放陷阱,也挺好用的) 7、钩子有点意思,但不太会用,没想到在什么情况下使用比较好,敌人的正前方有些多此一举,后方又没有意义,如果能延迟或者压力激活,那就有趣多了。如果有三排空间,敌人从中间经过,左右两排相对放钩子,那效果也比较直接。 8、换位,比较好用的,就是费金币,后期特殊能力的敌人太多了,先消灭掉接触者就太爽了,如果是为了配合神器先后顺序消灭敌人,换位必点 9、大锅,卖命必买,但用大锅就要计算超量杀戮,例如躲避者,一次性要用高于6点伤害的陷阱去消灭,也可以先打个半残,剩2点血,再用5点伤害的陷阱消灭。 10、尖刺陷阱,初级伤害6点比较高,初期用的比较多,必须要踩中才能激活,可以重复激活 11、弩炮陷阱,初级伤害5点,初始是自动的,用来打躲避者好用,建议早点升级。 12、火焰陷阱,1秒伤害0.5,伤害有上限,只能作用1个人,用来消磨中后期高血量敌人也不错,易燃好用,在敌人到达汇集点的时候,投放1个石弹过去,一圈人都会被点燃,需要卡时间,其他范围伤害没尝试过,求推荐 13、毒气陷阱,1秒伤害0.5,和火焰相似,属于范围伤害,范围是十字,适合放聚集点岔路口,毒气会停留2-3秒,和火焰可以进行秘密组合,但两个装置不建议放太近,有点心疼金币和能量点,如果能在聚集点触发,有奇效。如果敌人不移动,伤害翻倍,不太会使用这个特性,有一次利用自动门在聚集点做了1个岔路口,聚集点放毒气陷阱,5-6个敌人汇集后,踩中触发毒气,第一个敌人经过自动门,门关闭,然后敌人只能掉头往返,因为一半的敌人都在原地,造成伤害挺高的,大部分敌人都没了! 14、圆锯,伤害2,伤害上限8,如果没有上限真的是神器,两个圆锯相邻连接,上限延长1倍,如果有4个以上,效果会比较好,缺点是踩中才能激发,如果躲避者一个人经过就无法激活,但只要有敌人激活,也能对躲避者生效。激活后对牛头人不太友好,不想吃伤害,只能绕路。也不太好修复。 15、巨石坠落,初始伤害6,无法转弯,击杀上限2,和音乐陷阱组合可左转,伤害和上限增加2,挺强的,但这游戏魔鬼就在于重甲有点多,抵抗巨石90%,只要中间有1个抵抗巨石的敌人,就没办法“全中”,所以有什么好方法,可以消灭中间的敌人?骗出来也行啊! 16、移位通道,伤害8,初始等级比较吃空间,最好是能有三行的空间,可以消灭通过的第三个敌人,用得少,比较眼馋。如果能够造出3个移位通道,就意味着只要生命低于9的敌人,除了前两个能通过,后面没有1个敌人能通过(但这游戏最痛苦的就是特殊能力的敌人在中间,不消灭前面的敌人,就难以消灭中间的敌人,求好方法。想到的笨办法就是压力板链接弩炮,需要计算提前量,等前面的人踩,从侧面射中间的人,但比较吃位置),升级的“紧凑”是不是只需要2格空间? 17、XX注射器,每秒伤害0.3,持续10秒,踩中生效,特性是10秒内死亡,给周围敌人一个“拥抱”,伤害8,刚接触,没想好怎么用伤害比较大 18、投石器,比较吃位置,好处是可以越墙攻击,不能滚动,用得比较少,不太会用 19、铁处女,困住生命值不超过2点敌人,属于增益陷阱,榨汁机,敌人能够解救,对我来说难度有点高了,脑子不够用了,还没尝试过 20、绞肉机,针对某一类敌人,遇到其他敌人则被摧毁,用不好,很考验计算 21、跷跷板,初始伤害12,优点是适用于大部分敌人、可以隔墙建造,缺点是只能牛头人移动操作,无法复位,一波只能使用一次。 22、有个门的陷阱,忘记叫什么名字了,第三个敌人经过关门,并对其造成伤害,不太好用,如果第三个人生命值高,门会被摧毁。如果门堵死了,会被后面的敌人拆掉,以为能让后面的敌人改变路径,好像并不能。要不然放2个进来,关门吃陷阱也挺舒服的。 23、窒息器,区域封闭后,触发毒气,用自动门或者互动门制造密室,但敌人会破坏门 24、美杜莎之首,伤害5,把敌人变成石头,堵死路口,能被摧毁。不太会使用,也许可以让敌人先走路线1,趟一遍陷阱,堵死路线1,再掉头走路线2? 25、巨石路口,需要牛头人推动,4个方向,想往前推,就朝后走。需要十字空间,适合十字路口,比较吃位置,无法复位 26、背袭陷阱,每个小队最后1个人 26、神器,迈达斯之手,将所有鲜血转化为金币,刚开始用挺讨厌这个神器的,因为商店随机到的陷阱都是初级,伤害低,并且无法再使用许愿(许愿可以获得升级版或者特殊的陷阱),后来设计桌升级了一些陷阱后,才发现这东西真强大,堪称后期神器。许愿很吃鲜血,1-2波甚至只能通过许愿获取1个陷阱。但换成金币后,一轮能获取500-1000金币,每波可以买3-5个陷阱(虽然面对后期暴涨的敌人,还是有些不够,但至少没那么紧缺了) 27、还有一些撤离舱口、旋转墙、狭窄通道的效用物品,就不介绍了,主要是旋转墙有点烧脑,特别是旋转迷宫,空间小,看到头都大了!左旋转、右旋转,多旋转几次,计算量成倍增加,我都不知道怎么赢的! 28、悬崖是双刃剑,建议做一条必经之路,左右两侧悬崖架弩炮消灭对面敌人,然后修复循环使用,但是需要小心远程兵,会射牛头人。 29、如果没有强迫症,开个门跟在小兵背后修复陷阱,也能增加陷阱的使用次数,因为小兵到了巢穴,就会获得“追踪”,如果牛头人在出发点,那小兵又会掉头走一遍再趟陷阱?没试过,如果小兵不拆门的话,这样好像能躲猫猫 秘密组合: 音乐+巨石坠落(音乐要放在出石头的墙壁侧)、钩子+钩子(有点费钩子,当轮无法修复)、火焰+毒气(火在前,毒在后,可以拆掉范围内的永久墙壁,也算另类的改造了)、火焰+弩炮/投石(石弹也算射弹?用得比较少,需要同时消耗两个陷阱,如不是高血量敌人很吃亏) B站的up主把秘密组合都被研究出来了,这里就不细说了,真强
Not sure if I should vote yes or no... it's ok. I really would like a "meh" option. The game doesn't have a lot of depth to it, story is weak, mechanics are a bit unintuitive and it is incredibly easy once you figure out a few mechanics. I beat every level down to the end with basically just one or two traps (not kinds, no... just placing a linkable ballista and a firetrap... firetrap is completely optional). Not gonna spoiler the setup... But it's such a broken trap, it's game breaking. In more than just one way. As in, it simply defeats every single enemy on screen, including the arrow resistant once, and if you slightly overdo it with it, it crashes the game, cause too many projectiles / effects on screen. Figuring out that setup is super easy, you can do it fairly early with just a tiny bit of luck, and from there on out, it's simply gg. No reason to fap around with anything else. And even before I got to that broken combination, I had already one or two "standard setups" you could pretty much defeat most levels with without thinking at all. If the game continued to introduce mechanics and various things you can do all the way to the end, i would have voted yes, but honestly, once you get to... like... depth 5, you've seen most of it. Except a few of the enemies. None of the puzzles are even remotely difficult either. Has a lot of potential, lackluster execution. P.s. don't be mislead by game time, i had it idle quite a bit, cause i was just watching something on another screen. Would have been easy to 100% as well, but i can't be bothered to spend 25k or grind for the gold coin artifacts.
Are you a control freak? Yes?... well then buy the game already! I enjoy every part of making my perfect death trap labyrinth and winning. It's a tower defense game were your the tower and your buildings only last for one enemy. good game.
Although this game is labeled with 'Tower Defense', it is not a place your turrets and start wave go brrrrrrrrrr game. It requires careful planning and execution, at least for the earlier stages. Arrows become VERY BROKEN late game as the amount of arrows just go exponential with piercing + duplicate + bouncing, the game could even crash.
Девольверы опять выкатили годноту что не в сагах сказать ни в поэмах описать! Это как Хэйдес + Оверлорд тока без аняме... Берём не задумываясь!
Отличная графика, реализация. Хорошая картинка, арты. Враги красиво умирают, на последнем всегда сочный кадр. Из минусов скажу что очень мало ловушек. По сути у нас есть шипы, пилы, баллиста, яд и огонь. есть еще разные вариации баллист, катапульты и опять же вариации, но они все имеют очень маленький профит... В игре мы постоянно докупаем новые пушки и улучшаем старые. Но на уровне в магазине или при повышении внутреннего уровня - могут просто накидать мусорных пушек, которые не дадут победы, или не синергируют с вашим набор или врагами. Условно говоря если у меня есть бафф на урон от шипов я хочу чтобы были в выборе шипы, но вместо них у вас будут например баллисты, катапульты, заманивающие ловушки.... и по итогу вы проиграли, т.к. рандом решил что вы не пройдете. Гипотетически можно перестраивать лабиринты и пытаться как то отыграть полученное, но если у вас предметы на определенную выигрышную страту, а вам эту страту не дают - возникает очень обидное ощущение. Плюс проигрыш на уровне откатывает аж в самое начало, и на каком то этапе, когда дошел очень далеко и тебя снова кидают в старт - уже максимально не интересно убивать начальных гавриков (я тупо ставил перекаченного минотавра у входа и он шотал бедолаг). По итогу я не дошел даже до 20го этажа, на котором вроде как финал, но вроде как можно еще и ниже идти... И вот вроде интересно пройти, но переигрывать 15+ этажей одной и той же стратегией на одних и тех же картах - уже очень раздражает. Плюс ничего кроме новых врагов с новыми резистами я уже не вижу... Предметы что дают прокачку уровня мне уже бесполезны, ведь я всё прокачал, но дойти не могу, потому что рандом) По итогу игра рил хорошая, но в ней будто лишняя часть с рандомом купленных ловушек. Если сравнить например с Orcs must die - то мы просто выбираем со старта что хотим, чтобы оно было в пуле. Хотелось бы и здесь такого, а вот всякое разное можно оставить рандомно в магазине.
I like this developer a lot so check out their other stuff too. I think the roguelight structure might have been a mistake as it probably drags it out too long, but the gameplay is very fun and unique.
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