Saturday, September 21, 2013

Link To New Site!

Hey guys I realized that when I redirected the domain to the new site I never linked it from this blog.  Just in case anyone ends up here or didn't know, here is the new site!:

Saturday, May 25, 2013

What Is Mage Tower?

Pre-Orders Will Start Being Shipped June 15th
Try the Mage Tower PC Beta Application free here!:

Mage Tower is a competitive "Tower Defense Card Game" inspired by tower defense games like Plants vs. Zombies, Kingdom Rush, and many others.  The game is designed for 2-4 players, with each player using their own deck of cards to fight off monsters in defense of their Mage Tower.  There are solo and 5-6 player variants, as well as an entire "Co-Op Monster" deck that has super-powered monsters you can team up with your friends to fight against!

In Mage Tower each player "drafts" their own deck they will use to fight the hordes of monsters.  There are 166 different "Draft Deck" cards with wildly different abilities.  Before each game players get 8 of these cards for their deck, to combine with 5 basic cards.

Don't be intimidated- making a deck is easy!  You either just give each player 8 random cards (the game is balanced so this works great), or you lay out 8 cards at a time and take turns picking the cards you want.
Once the game starts you'll have to deal with the monsters!

Every player has their own set of monsters that attack them, so you've got to decide if you'll try to craft the perfect monster-killing strategy, try to mess with your opponents, or both!  You can also assemble cool combos or try to make a deck that gets more and more powerful over time.  
There are so many ways to play!

Tom Vasel of The Dice Tower Reviews Mage Tower

How To Pre-Order

Mage Tower can be pre-ordered today from Game Salute's web site.  Pre-orders will start being shipped June 13th.

Tuesday, March 19, 2013

How To Pre-Order Mage Tower, The Dice Tower Review, And Upcoming Site Redesign

Pre-Order Mage Tower From Game Salute Today!

Hey guys so if you missed the Kickstarter to raise money for expansion artwork, you can still receive the game by pre-ordering it from Game Salute!:
We're expecting to ship pre-orders in May or early June.  By pre-ordering you can secure your copy and make sure you're one of the first to get it after we ship out the Kickstarter copies.

Tom Vasel From The Dice Tower Reviews Mage Tower!

You can check that out here!:

Site Redesign Coming Soon!

This Blogger page has worked pretty well, but it's time to move on!  We're planning on a new more professional site design with integrated forums.  The front page will greet you with a Mage Tower trailer and the latest Super Mega Games news, and the forums will be part of the web site so it's easy to log on and talk about Mage Tower.  Ideally we will get an HTML5 version of the Mage Tower App integrated as well (  This is being worked on and should be finished in the next month or two.

So Much News!

Well that's all, thanks for reading guys, have a good one!

-Brett Brimmer

Tuesday, February 26, 2013

The "Mage Tower, A Tower Defense Card Game: Expansion Artwork!?!?!" Kickstarter!!

Hey guys just a quick post!  We're expecting to ship the game in April, and in the meantime we put up our new Kickstarter called Mage Tower, A Tower Defense Card Game: Art For Expansion!?!? so that we can get on track with developing the expansion.  Just click that link and check it out!  You can get the game a month before anyone else can buy it, vote on new card designs, and more!

-Brett Brimmer

Wednesday, January 16, 2013

Card Update Stuff!

Hey guys, here's some info from a backer-only post on the Mage Tower Kickstarter:

Okay, so basically after all the time developing Mage Tower, I found a few things I generally want a card to do, and went through every card and checked if it does that.  These things were:

#1 Synergizes with one or two cards, so you're looking for a good card to pair it with with when drafting.
#2 Synergizes with many cards, so you can build your whole deck around interacting with it.
#3 Synergizes with opponent's cards, hopefully disrupting their strategy.  These cards also have the benefit of making the game longer or shorter, since you're spending resources to help or hurt the opponent.
#4 Provides short-term loss for long-term gain or vice versa.  (So you can form all-in or long-term strategies.)
#5 Provides meaningful decisions or interactions after drafting, during actual gameplay.
#6 Does something unique that you can't experience in other games.
Card valuation is a huge part of any drafting game so cards don't *have* to hit these notes, but when they do it adds more variables to the mix and makes drafting more fun.  SO, basically I removed 12 cards that didn't have these traits, and added 12 cards that hit one or more of them.  Most of the cards I removed were pretty bland strategy-wise and won't be missed.
Let's check out three of the new cards.  These cards are pretty crazy looking so bear with me:
YES, that's right, this card hurts you before the game even starts!  But after that, it's way better than the basic Archer card which only does 3 damage for the same cost.  Ideally if you draft this card and take the penalty, you want a deck that can play it as much as possible.  So any way to draw through your deck quickly, search up cards, or re-use cards is good.  So it points you towards a long-term strategy, interacts with the opponent, and does two things that don't have an analogue in most other games (the Gamestart ability and the Demonspawn thing.)  Cool!
Looking at both these cards today, they might look a little counter-intuitive.  A card that hurts yourself, and this one gives your opponent cards!  The thing is, giving your opponent cards is bad for them 99% of the time.  Whatever strategy they have, getting two random cards might probably isn't going to gel with it.  It makes it take longer to draw their prize cards.  Blifferspell a couple times and their deck is going to be a fat mess with random cards they didn't draft, with any kind of strategy they previously had completely obliterated.  Consider this card vs. Brotweird's Grimace- if you fill their deck with random cards then they'll be unlikely to draw Brotweird's Grimace enough to make up for the 4 life they lost.  Since every card is balanced by its energy cost, gaining cards has no inherent value like in Dominion or other deckbuilding games.
Finally we have Mouth of Madness.  First I'll note- initially I was worried about the Gamestart mechanic adding complexity, or of people forgetting to use it, so I limited it to only four cards.  However people love drafting them, and it turns out the more there are in the draft deck the easier it is to remember to use them every game.  Anyways Mouth of Madness provides interesting decisions and interactions during gameplay (dealing 2 damage --> and losing a life is almost always a good thing).  You may play differently so you can gain control of MoM.  You might draft discard abilities so your opponent is less likely to be able to take it back.  You might opt for lower-costed cards with Intellect prize cards so that you can play lots of cards every turn.  This is probably my favorite new card to play with.
Anyways those are three of the new cards, I hope I explained them well enough.  Trust me they're cool!  Anyways next update I should have some more info on the PC demo app I'm developing, and at some point I'll update you on all stuff I've been planning to promote Mage Tower before release.  See you then!