Mohsen Vahabzadeh

MineWars v1.2 – Feedback Wanted

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Hi everyone,

Quick update on MineWars v1.2 and a request for community feedback.

MineWars keeps the classic Minesweeper logic intact, but adds progression and tactical tools designed for mobile play—without introducing randomness.

Current Campaign Boosters

In Campaign mode, the following boosters are available:

  • Extra Unit – Allows one additional mistake before the level fails

  • Radar – Reveals information about nearby safe or mined cells

  • MineCrawler – Clears a safe path forward through the board

and we have:
🪨 Stone cells: If a cell is a stone, its number is hidden. You must infer its value using surrounding information and strategy.

How MineWars Differs from Classic Minesweeper

  • Tactical decisions through boosters (logic-first, no RNG)

  • Structured progression and rewards

  • Daily challenges for short, varied sessions

  • Mobile-first UX with clearer feedback

Looking for Your Ideas

What should we focus on next?

  • New booster ideas that feel fair and strategic

  • New game modes (rush, puzzle packs, endless)

  • Competitive features (weekly ladders, async challenges)

  • Better onboarding for advanced logic patterns

All feedback is welcome—we actively shape the roadmap based on player input.

Thanks for your time.

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