Not a fan of this game after about 2 hours of playtime (108 minutes, level 35 or so). I've played probably 40+ hours of a similar game (puzzle game where you match tiles in long chains) called Dungeon Raid (iOS), and I'm a big fan of it, so I definitely like the genre. But this game doesn't take the base mechanics anywhere very interesting, so I can't recommend at all. Let me explain.
The intro is fine, basic tutorials are clear, no bugs. But once you start matching tiles and generating mana bombs (every 7th tile you traverse) and mana bomb combos, you've pretty much seen it all. Casting a spell, either gather mana of one type or an attack spell, has little depth. Protection spells seem to do very little, even cast at level 3. After 15+ levels of candy crush-style "slight variation on a theme", I don't think this game has serious strategic depth. Even worse, it seems to reward the reactive, unplanned play--that is, you never want to to plan more than your current move, because the best combos require you to exploit mana bombs, which can't be used until the next turn, so you want to use your opponent's bombs without creating any for him to use. This is inherently unfun.
In addition, the levels seem to pit you against AI wizards who do a lot of damage with their spells. This might be by design, but even if it is, it's odd to play against two AIs who can one-shot either of your characters, because you can only move one character once per turn. So inevitably you end up running away for half of your turns. This gets worse when you factor in mana bomb damage from when you are willing to eat a bomb or three to maximize your combo; even relatively tame levels can cause random deaths. I get that you need to manage your health, but I feel that at the current health/damage levels, I have any room to do any managing.
Some of the levels also don't seem well-tuned. One of the earliest levels forces you to do one particular move (tutorial kind of deal), then you finish the level in two more moves. I'm not sure how it's possible to get the highest score rating on this level, because there's so much limitation. If it was just this one level that was troublesome, I would ignore the issue. Unfortunately, several levels just seem to be random in terms of how well you can do--does the right tile fall into the unreachable spots for you to collect using your spell?; do the moles stay out of your way so that the one spot you can move through will open up? There is a semblance of control, but it is frustrating, especially when you have 10 moves total--each wasted turn will test your patience.
Speaking of testing your patience, the animations are unskippable. If I'm going to fuse wizard cards to improve the one I want to use, I don't want to wait 5 seconds for each fusion. Likewise, the lottery doesn't need to take 8 seconds to allow me to view the card and exit. Please let me skip these sequences with a single click. And when I die, I don't want to wait 5 seconds of watching tiles fall away to retry. Even the logo page at startup suffers from this problem.
Some more minor issues: escape key should not quit the game when the options menu is open. There should be a easy way to clear the current path for your wizard, should you do a 15 tile path and reconsider (is there one? I couldn't figure it out). Abilities are boring, and since they take up your turn, they really need a bigger effect before I feel like they're worth it. Timed levels discourage mana bomb combos because they take extra time. Spider webs are way overused--do you have any other mechanic at all? The spell resource is confusing, the bars are not explained. Also, all the tiles are essentially identical beyond powering spells, so I got really bored. Leveling increases health, but not damage? Do any wizards have any passive abilities? Are they any abilities beyond damage/collect/shield?
This could be a great game, but it squanders its potential by coming way too close to candy crush (why would you emulate a freemium game if you're doing normal sales?) and adding almost nothing to the gameplay style beyond the tile matching itself.