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"We're apparently at war. It seems fair to raise prices." - The Shopkeeper

Magic Rampage is an episodic Action Platformer video game with RPG elements, released by Asantee on the Android OS platform.

After a powerful Warlock invades a castle and lays waste to the guards, a mysterious figure orders a minion to infiltrate and investigate. You are the minion.

New dungeons every week. Best part: the game is free and there are no advertisements.


Magic Rampage provides examples of the following tropes:

  • Achilles' Heel: Humanoid enemies receive twice the damage if they're hit in the head.
  • Action Girl: The Captain of the Guard. Too bad she's tricked by the King into helping his plans and providing him a new body. Subverted in Chapter 5, when she rescues the protagonists and is introduced as a member of La Resistence against the King.
  • Advancing Boss of Doom: The Red Dragon during Chapter 4, Stage 5.
  • Afro Asskicker: The Dude. Especially whens he starts tossing around a Lightning Axe.
  • Ambiguously Evil: The King, and by extent you, his faithful minion. In Chapter 5, the former is clearly evil, but you are still, apparently, good.
  • Amplifier Artifact: The Runes used to upgrade equipment, according to magic type.
  • Armour Is Useless: Double subverted. Armour barely seems to affect the amount of damage taken, however it can still apply bonuses.
  • Bait-and-Switch Boss: Sort of in Chapter 3: the hero has to dispatch a Giant near the end of the chapter, and he's seemingly the chapter's boss before meeting the Oracle... except that it turns out that the Oracle's none other than the Warlock!
  • BFS: The Umbranian Longsword, biggest sword in the game. The Fireskull Sword is pretty big too.
  • Big Bad: The Warlock. After chapter 4 though, it seems that the King is a Big Bad Wannabe and becomes the de-facto Big Bad of the ongoing Chapter 5.
  • Blob Monster: The sewers in Chapter 5 contains green blobs who deal Collision Damage and a huge green slime miniboss with a vaguely humanoid form, remains floating in his body and a mean Megaton Punch.
  • The Chessmaster: The King, even considering his only mistake of crossing the Portal before the alignment of the planets, which left him without a physical form.
  • Cliffhanger: Chapter 4, Stage 8, ends with the hero cornered by the Red Dragon and about to fight it. The following level starts with said boss battle.
  • Curb-Stomp Battle: The Warlock has no trouble dealing with the guards.
  • Deadpan Snarker: The Shopkeeper, and his vaguely contemptuous quips.
  • Death from Above: Big angry looking blocks of stone which drop from the ceiling to pancake the player when nearby.
  • Deflector Shields: The light barriers which only Light-based weapons can pass through.
  • Dem Bones: Skeletons in later game. Some of them wield magic.
  • Demonic Possession: Or possibly Grand Theft Me, it's what the King does to the Captain in Chapter 4, though with a little regret.
  • Double Jump: Pretty standard for the genre, really.
  • Double Weapon: The water-alignd Undine Dagger has two blades, and is made to be thrown.
  • Downer Ending: After killing the Warlock, the newly-reincarnated King proceeds to take control of the Dragonskull Staff, kill the Moon Map Guardian, re-absorb you inside him and take back his throne by butchering all the guards and the Captain, now ready to rule forever with his staff on one side and you, his best resource, on the other. Defied by a stinger, which shows a mysterious, armored warrior with a mask appearing outside the throne room, with the words "to be continued" flashing over him. Chapter 5 reveals that the warrior is the Captain from 8 years in the future and rescues the protagonist.
  • Dumb Idiot Translation: The Italian translation, normally pretty good, leaves the word "minion" untranslated, possibly because of certain popular characters from a certain animation movie...
  • Early Game Hell: Subverted. The first dungeon has only one enemy (technically three, but on the first play-through, the player has to let the Captain dispatch the first two enemies encountered), and if the player doubles back after getting their first weapon, they can make their way back to the title screen, through a breakable wall and a short walk, to get a magical sword four times as powerful as the pitiful dagger and a set of armour three times as tough with a damage boost.
  • Elemental Powers: As of the latest expansion, all the four classical elements plus two have appeared. All have their uses, too:
    • Air-based armour prevents damage caused by spikes, and rotary saw blades when combined with upgraded Fire-based weapons.
    • Fire-based armour (and upgraded weapons) prevents damage caused by fire and lava on it's own, and rotary saw blades when combining Air-based armour and upgraded Fire-based weapons.
    • Earth-based armour allows the player to walk on glowing green platforms.
    • Darkness-based rings allows you to see and hit Ghosts.
    • Light-based weapons can phase through green barriers and hit enemies on the other side.
    • Water-based rings and armors allows you to walk on deep water and also prevents damage caused by spikes.
  • Escort Mission: Several dungeons involve preventing the death of The Dude. While it isn't necessary for completing the stage, the rewards for getting safely to the end are usually worth the trouble.
  • Eyepatch of Power: The Captain of the Guard sports one.
  • Failure Is the Only Option: After killing the Warlock, you have no choice but letting the King re-absorb you to complete his villainous plans.
  • Fiery Redhead: The Captain of the Guard is one.
  • Flaming Sword: The relatively weak Fire Sword and the way more powerful Fireskull Sword.
  • Floorboard Failure: There are certain brick floors that will crumble and break when stepped on, including a bonus level where the player must cross a chasm by jumping from one of these to another. Also a scripted event in dungeon 4, where the Captain falls through one.
  • Funny Afro: The Dude's hairstyle. He may be a badass, but he still looks silly, considering his profession. You can later meet his father, who has an identical afro.
  • Giant Spider: The spiders are half the size of the other character sprites. Then there's the Spider Queen boss and the monstrous spider-like Eldritch Abomination monsters in the sewer levels. The presence of giant spiders is actually how the King realize that the Warlock is the Oracle, as he's the only one in the kingdom who can control them with his sorcery.
  • Glowing Eyes: The player's face is always obscured, save for a pair of these. The default colour is green, but can changed during Character Customization.
  • Ground Pound: Giants and the Warlock's demon form have such an attack, which releases a powerful shockwave.
  • Hard Light: The glowing green platforms in dungeons 15 and 16. One must be wearing Earth-based armour to stand on them, however.
  • Hearts Are Health: Another genre standard trope, given that this game draws heavily on Metroidvania style of play.
  • Holy Hand Grenade: The Light-based Staff of Oxyomo. The name is actually a portmanteau of two brands of cleaning detergent. Very cleansing.
  • Idle Animation: Don't move for a minute, and the player's eyes will shut and Zzzz's will float above the head.
  • Javelin Thrower: With the new weekly dungeons avaible, spears are included as weapons. They're expensive, but unlike all other weapons they can pass through enemies and barriers alike.
  • Jerkass: The Shopkeeper, and his excuses for exorbitant prices.
  • Jetpack: While not exactly a jetpack per se, the Jump Suit greatly increases the player's maximum jump height and is essential for reaching some high places in the late game. Being air-based, it also protects against spikes.
  • Joke Item: The Wooden Hawaiian, which the player must find to get the achievement, "the Lost Flip-flop"... It has abysmal damage for a late-game weapon, but surprisingly large area of effect and knockback.
  • Kill Sat: In dungeons 15 and 16, the player is intermittently targeted by green lightning bolts. These must either be dodged, or the player must be underneath green barriers which the bolts cannot pass through to avoid instant death. Said bolts will appear during the boss battle against the Warlock in chapter 4.
  • Killing Your Alternate Self: The King's secret plan for chapter 5 as revealed by your allies: every time he uses the Moon Map and the Dragonskull Staff to alter the past, he creates an alternate reality with an alternate copy of himself. By killing said copies, the King grows more powerful each time.
  • Level Grinding: While there aren't "levels" per se, players are encouraged to replay previous dungeons to grind for gold, to buy the higher level equipment available at the store. It is a good idea to do so, as the selection changes as the game progresses, and some high-power items like the Fireskull Sword (currently the highest powered Fire-based weapon) become unavailable.
  • Ludicrous Gibs: The result of any death that takes place, be it the player's, enemy's or ally's.
  • MacGuffin: The Dragonskull Staff, like the one the Warlock uses, which are needed to open the portal to the alternate world. Chapter 5 reveals that the Moon Map is equally useful, and the rebels are trying to acquire enough maps to stop the King's overwhelming power.
  • Magic Enhancement: Runes can be used to upgrade weapons and armour, according to magic type.
  • Magic Staff: There are several. Two standouts are the Staff of Gadarast and the Staff of Oxyomo.
  • Marathon Boss: The Warlock in chapter 4 must be fought off in three different locations before he returns to the beginning, where he transform into a hulking demon for the final match.
  • Mayincatec: Most of the Minions in Chapter 4 safe for the Guardian are dressed like aztec warriors, and the entire level feature ominous, mesoamerican-like masks which sometimes serves as either gimmicks or obstacles.
  • Miniboss: Chapter 5 tends to have fights against very resilient, hard-hitting enemies which you have to defeat to proceed. At least they drop chests with thousands of gold inside once defeated.
  • Mooks: A plot point. Chapter 4 reveals that your character is nothing but an expendable minion created by the King to further his goals. In Chapter 4-6 you can even see him summoning an infinite number of randomly-generated minions to defeat the enemies for the Captain.
  • Muck Monster: In the Swamp levels and some magma variants in the volcano levels. They release a Skeleton when killed.
  • Necromancer: In certain levels, enchanter-like enemies will periodically summon enemies from nearby piles of bones and will continue to do so unless they're defeated. If they die while a summon is active, the summon dies with them.
  • No Hero Discount: Yeah, never mind that you're fighting off hordes of the undead almost single-handedly; the Shopkeeper is still going to make you pay through the left nostril for the best gear.
  • One-Winged Angel: The Warlock in chapter 4, after being defeated three times, will return to the entrance of the castle and take the form of a gigantic demon to fight.
  • Our Dragons Are Different: Chapter 4 has a massive red, fire-breathing and Nigh-Invulnerable Dragon chasing you across one level and providing a boss battle in the penultimate chapter. The King has the Captain release said Dragon so that you can kill it, absorb his mana inside the Dragonskull staff and allow him to travel back in time to the fortress and kill the Warlock.
  • Pet the Dog: After slaying the Dragon in chapter 4-9, you can climb the portal tower and meet the Guardian, locked in a steel cage and still angry at you for being deceived. You can however rescue him, which will leave him puzzled but thankful.
  • Puzzle Boss: The Warlock in Chapter 3 is vulnerable only when he's about to teleport, while the Red Dragon in chapter 4 takes Scratch Damage from all your attacks, but will become much more vulnerable if you strike down the Dragonskull Staff behind you first. The Cyclops from chapter 5-2 takes scratch damage from all attacks during his second phase, but becomes vulnerable for a while after performing his Ground Pound axe swing.
  • Rat Men: Newly-introduced enemies in Chapter 5, they're the basic mooks in the Bad future.
  • Red Eyes, Take Warning: The player character is being directed by a mysterious shadowy figured who occasionally appears in windows. The shadowy figure is never fully revealed, instead appearing as a pair of red eyes. It turns out it's the King, trapped as a wraith in another dimension, and wanting to come back in his castle in another body.
    • Also, the purple ghosts that starts following the player from the end of dungeon 15 onward.
  • Set Bonus: Wearing armour and rings of the same type of magic as the weapon being used will infer significant damage bonuses.
  • Shout-Out: At least four for the Tolkien-verse. Two are anagrams.
    • Earth-based weapon: Staff of Gadarast.
    • Light-based armour: Faldang's Vest.
    • Fire-based ring: Narya.
    • Darkness-based ring: Nazguh Ring.
    • Likely the first spear you'll be able to obtain is called "Spear of Cthulhu".
  • Sinister Scythe: The appropriately-named Death Scythe. A powerful weapon in the game that becomes available to purchase from the store after completing dungeon 16. Naturally, it's Darkness-based.
  • Starter Equipment: The Soldier Armour and the Iron Dagger. Both are pretty pathetic, but it doesn't take long to get new loot.
  • Stock Ninja Weaponry: The Kunai makes an appearance as a Darkness-based, speed-boosting weapon.
  • Super-Speed: The Supersonic Ring can give you this.
  • Throwing Your Sword Always Works: Every weapon in the game is ranged... and has unlimited ammo... Somehow...
  • Turns Red: All bosses will change their attack pattern and methods once their health has decreased beneath a certain level. This also applies to Minibosses in chapter 5, with most of them usually growing a temporary barrier which nullifies the first attack they receive.
  • Unobtainium: The metal, Umbranium, which seems have similar properties to LOTR's Mythril.
  • Unwitting Pawn: You, for the King, all along. Also the Captain. Subverted with a dash of The Dog Bites Back in chapter 5.
  • Walking Armory: The player can easily become one. Fortunately they can sell any item they don't need anymore even during levels.
  • Weapon-Based Characterization: There's a wide selection of weapons, with certain classes and equipment giving you bonus damage with certain weapon types.
    • Daggers are small and fast, and are suited for rogue and sorcerous classes.
    • Swords are similar to daggers and can fly in a straight line, suited for most classes.
    • Hammers are slow and have a smaller range, but release a powerful shockwave upon impact.
    • Axes are slow-ranged but powerful, usually better suited for warrior classes.
    • Staves are the best weapon for wizards and attack with elemental balls of fire, darkness or light.
    • Spears are obtained with tokens from the weekly dungeons and can pierce through enemies and barriers.
  • What the Hell Are You?: The Warlock on level 40 has this reaction when you manage to defeat him three times.
  • Zombie Apocalypse: After the Warlock invades the castle, this is what becomes of the guards. It seems everyone except The Dude and the Captain are now part of the horde.

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