MineWars v1.2 – Feedback Wanted
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.


Replies