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Mage Duel EXTREME is an AWESOME gladiatorial combat game where you are a MAGE who DUELS other mages in a tournament of one-on-one battles to the death.

Mage Duel Extreme combines the structure of a fighting game with the mechanics of an RPG in a setting that blends the "magepunk" fantasy of Magic: The Gathering with the in-your-face, over-the-top attitude of professional wrestling.

Play as an unstoppable Abjurer, a fiery Elementalist, an ingenous Enchanter or a steely Spellsword to kill your way up a ladder of over 20 powerful mages with just as devious and deadly as you are! In this tournament, the last mage standing wins, and the prize for victory is FREEDOM!

I've always found it hard to be taken seriously listing the features of an RPG Maker game (of all things) trying to attract players, so I stopped trying.

Features And Stuff! (This isn't a complete list, just the confirmed.)
* Eight playable characters/classes, four initial, with four more unlockable on NewGame+!
* Deeply customizable character advancement!
* Animated sideview magical dueling in intensely strategic battles!
* RTP graphics you've seen 10,000 times before!
* Like my 40th game or whatever!
* Completely preposterous soundtrack by the likes of The Black Mages and DRAGONFORCE!
* No dungeons, no towns, no cutscenes--just intense turn-based RPG action!
* A wealth of tactical options, combos, and counters to learn, face, and exploit!
* Some of the best (pseudo?)-AI in any RPG Maker turn-based RPG!
* The original premise of Mage Duel plus the benefits of three additional years of game design experience!
* MORE CAPS LOCK AND EXCLAMATION POINTS THAN STRICTLY NECESSARY!

Improvements On The Original
* Massive overhaul to a new sideview battle system powered by the awesomeness of YEM.
* Six new playable characters! (The original two are now unlockables.)
* Six new playable classes, with the Illusionist and Evoker returning!
* Devious new classes like the Necromancer and the Artificer!
* Dozens of new skills and equipment options!
* Characters fully recover between battles; no more tedious repeat trips to the beds.
* Shorter and more varied announcer segments!
* Smoother integration of features and codebase, again thanks to YEM.
* COMPLETION! (hopefully)

Latest Blog

Sonar Ping

So as this is still a project, just putting a ping out to the community, seeing what kind of echoes I get back.

Is anyone playing this, is anyone enjoying it, is anyone looking forward to more of it? Has anyone been meaning to download or play it but hasn't gotten around to it?

I like the idea of finishing this game because it seems like such a manageable job to do so; just a few more battles to stat and add and test and balance, really. But I'm not sure if even that little bit of effort is worth it when practically no one noticed I released this.

Maybe I shouldn't blog when I'm depressed, lol.
  • Cancelled
  • Max McGee
  • Archeia_Nessiah
  • RPG Maker VX
  • RPG
  • 12/02/2011 06:24 AM
  • 08/22/2018 01:11 AM
  • N/A
  • 110501
  • 24
  • 868

Posts

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Max McGee
with sorrow down past the fence
9159
author=treos
darn, just downloaded it and hit 2 problems right from the start though both seem to have been missing files, RGSS202E.dll was 1 of the missing files (copied it from a different game so that was no problem), the other seems to be this error: RPGVX RTP is not found.


MDX RS!D Edition! Version 0.2
27 downloadsAdded: 12/02/2011 11:31 AMUpdated: 12/02/2011 08:30 PM
Requires RPG Maker VX RTP!

VERSION 0.2 BUGFIX REPORT
# Delusions of Grandeur returned to its rightful place on the ENCHANTER Spell List.
# Delusions of Granduer nerfed while I was at it.


I think I found the problem. That said, the RPG Maker VX RTP is not that hard to find.
Okay, this is in the spirit of wildly throwing out feedback (which I've been doing so far,) but I had a potentially game-breaking, lots-of-work-making, game-experience-improving idea.

Taunt system.

Taunting is a huge element of pay-per-view wrestling, and even the casual 2D fighter can often be a vehicle for taunting (in the sense that it goes on outside the game, rather than in it.) Allowing taunting would increase player input in a way that does not require branching plot paths, and could also be a way to make hypothetical hint guy useful.

Allow me to elaborate.

Before a fight, you get a couple of options for grandstanding/taunts. One is a 'good' taunt, strikes a sore spot on the opponent, and gives you a slight advantage in combat. One is neutral and has no effect. The third one is a mistake that causes your enemy to gain a slight bonus. In addition, you can pay hint guy to dig up some dirt on your next fight for a secret fourth taunt with a bigger bonus. Doing so decreases your total available cash for outfitting your character and could conceivably handicap you down the line, but it could give you the edge you need to pass a difficult fight.

Obviously, this could take some time and energy to implement, so I'm not saying put it in, especially if the design goals are for a more stripped-down project. But I figured I'd at least throw it out there.
Max McGee
with sorrow down past the fence
9159
Thanks for the idea. It's actually really cool, but in the interest of actually completing this project (my track record at completion rate: not so awesome) I'm extremely leary of feature creep.

(On the plus side, "hypothetical hint guy" is pretty much a guaranteed addition of future builds.)
Edit*

This is really easy to get into. It reminds me of D.O.T.A; creating a new genre from the mechanics of another. I still can't beat the artificer as an enchanter though. :( Time for some tier lists.
author=Max McGee
Thanks for the idea. It's actually really cool, but in the interest of actually completing this project (my track record at completion rate: not so awesome) I'm extremely leary of feature creep.


No worries. That was pretty much my concern too, so I'm not AAAAANGRY SO AAAAANGRY that you're not including my off-the-top-of-my-head system suggestion. :p
you're getting rid of the story, that was one of my favourite bits of the original! i liked playing a ruthless character, way less intrested about this game now. so that second to last point is not an imporovement in my book, but it's your game, do what you like, there's just a good chance i'm not going to bother with this game now.
Max McGee
with sorrow down past the fence
9159
well you can't please everyone

Sad to hear that; not to sound like a people pleaser, but I think you'll be pleased to know that the story hasn't been removed or even substantially altered; that "feature" was rather a joke. (The character interaction system has been removed, but honestly the ability to choose a "positive, negative, or neutral" response was rather sparse and limited in the first place.)
I remember Mage Duel (the original) being my introduction to rpgmaker.net and I loved it. Wasn't happy to see it cancelled but it's nice to see it being revived now.

Finished this one in under an hour I believe. I think that only 10 more battles isn't going to quite cut it lol. Is there going to be any side content? Like the old one's monster battles? and other such things?
Max McGee
with sorrow down past the fence
9159
Finished this one in under an hour I believe. I think that only 10 more battles isn't going to quite cut it lol

They're going to be HARD battles. And by all possible creator intent, not "fake difficulty" hard either (i.e. merely annoying), but the real thing. Considering the different playstyles of the classes (four more of which are planned as unlockable), and the fact that the battles are at least slightly different (!) depending on what you play as, this will be a reasonably substantial game when completed. But I'm not going for EPIC by any means.

Is there going to be any side content? Like the old one's monster battles? and other such things?

Eventually, yes, but I don't plan on working on that until I finish the story battles and therefore the story. Priorities, y'know?
DE
*click to edit*
1313
OK, finally beat it with all classes. All I can say is there are some serious balancing issues here, dude. I won all the fights with the Spellsword, Abjurer and Elementalist without dying once. I steamrolled the enemy mages like a steampunk steamroller running on magic fuel. With magic. It was like a bunch of lemmings facing against a huge tidal wave - most of them didn't even get a turn, let alone a chance to get me.

Then I played the Enchanter...

And it was hell...

Seriously, I had to play the game 3 times to get the optimal (read: the only one that made the victory a possibility) build. I died around 20 times in the process. Not cool.

You're saying the game's like RPS. I agree, it is like RPS. The issue is every single enemy is scissors to the Enchanter's (toilet) paper. And the other classes? They're shotgun.

If you want I'll write a strategy guide (what?) on how to beat the demo with the Enchanter. It's still very much luck-based.

My main beef with the game apart from the weak-ass Enchanter? Make a wrong build and you're screwed, forcing you to restart the whole game.
Max McGee
with sorrow down past the fence
9159
Lemme take a look at the project and see how much of that is bug based and how much of it follows on from my intended design choices.

*Edit*
I see what you mean almost immediately. It took me four tries to win the first battle. I don't remember it being this hard in initial testing. Hmm....

My main beef with the game apart from the weak-ass Enchanter? Make a wrong build and you're screwed, forcing you to restart the whole game.

Without setting the project back too too far from completion, what ways can you think of to reduce/minimize this? (I mean, I kind of disagree with this to begin with, since I've been able to get "back on course" from wrong builds just by selling off equipment to buy some new stuff, but I'll hear you out.)
I disagree with the wrong build thing; equipment builds can be sold as noted and enemies drop off basic equipment for you anyway.

For skill builds, the synergies are extremely self evident (I thought) and my builds were simple enough.
Max McGee
with sorrow down past the fence
9159
Speaking of builds, new build of the game (Version 0.3) up for download (or apparently, pending), check the release notes. I rebalanced the Enchanter playthrough, and while I was at it I found a bunch of things that needed fixing and fixed them. Still a fairly rough build though; all of the ones that say RSD on them will be ones I consider "rough" regardless of the build number.

DE:
With this version, I was able to play through as Phaene without breaking too much of a sweat.


My final build before the last fight of the demo.

I'm doing this incrementally to avoid overcompensating, so let me know if you have an easier time with him this time around. (Uh, whenever the submission queue approves it, I mean.)
author=DE
My main beef with the game apart from the weak-ass Enchanter? Make a wrong build and you're screwed, forcing you to restart the whole game.


This is a valid point, and I think I've already blathered at some length about this, but it bears re-iterating. Difficult challenges are more fun when you know how to use the resources at hand, and to this end I'll totally help DE if he wants a hand in compiling that strategy guide.
ok, guess i'll try downloading that rtp stuff later (it'll take a while on dial-up which happens to be what i mainly use for downloads >.>)
Max McGee
with sorrow down past the fence
9159
I think it's a bit premature in the development cycle for a strategy guide, but I'd definitely like to bank that offer for later on if at all possible.

ok, guess i'll try downloading that rtp stuff later (it'll take a while on dial-up which happens to be what i mainly use for downloads >.>)


I'm so sorry.
Oh god. Dial up. Speak not its name lest you draw its attention here.
DE
*click to edit*
1313
Here's how I beat the original demo with the Enchanter. I'm guessing the current version makes it easier for him, but the overall strategy should be the same.

0. Character creation:
- take the Frost Scroll.
- buy the following items: Ice Rod, Cloak of Shadows, Spellweave Cape, Witch's Hat.
- don't forget to learn the spell and equip the items.

1. Kami the Goddess of Magic
- cast Frost on her 3 times.
- learn Bind Foe.

2. Dolph Lundgren the Healer
- cast Bind Foe, and you better hit!
- keep casting Frost.
- if he shrugs off the paralysis and sets up magic defense, cast Slumber and then renew your MP with Meditate. Keep putting him to sleep until his protective spells wear off, then use Frost.
- this battle may take a while.
- buy and equip a Wheel of Time.

3. Bethany the Enchantress
- hope for the best when she casts Slumber.
- apply Frost 3 times.
- learn Hypnotism.

4. Alex the Spellsword
- use Frost.
- hope he doesn't Silence you.
- if he does, use Last Resort and hope you kill him before he kills you. You'll probably die.
- if it wears off, use Hypnotism and Bind Foe, then Frost.
- alternatively, simply use Hypnotism, Bind Foe, and then Frost right off the bat.
- buy and equip another Wheel of Time.
- learn Mantra.

5. Avana the Artificer AKA Our Lady of Death and Sorrow
- hope you get first turn! If you don't, hope she doesn't kill you outright. You can still recover from this.
- use Hypnotism, Bind Foe, Mantra, and then use Willforce. If the paralysis doesn't connect, you can as well reload.
- use Willforce repeatedly for great justice.

6. Leila the Illusionist
- if she Enrages you, you can as well reload (Rage is broken, BTW, it lasts way too long, which makes it no different to instant death).
- use Hypnotism followed by Bind Foe, Mantra, and Frost.
- keep casting Frost.
- learn Feeblemind.

7. Drexle the Dread Necromancer!!!
- use Mantra, Feeblemind, and Willforce.
- Willforce him to death.
- buy and equip a Black Robe.

8. Cyath the Someone (I skipped the dialogue by accident :)
- he can't even touch you, so cast Mantra and 2 Frosts.
- keep casting Frost until he dies, don't use any negative status effects on him, though, or he'll dispell them along with his Shockblade state and start doing damage to you (worse still, he might Stun you).
- Rejoice.
Downloading the new version. I'll try an enchanter playthrough because I hate myself to test out the build.
Max McGee
with sorrow down past the fence
9159
DE, I'm actually heartened that you used a fairly different build than I did and still won, without using Frost, Hypnotism, Feeblemind, or Bind Foe; that tells me there are multiple workable builds for Enchanter, which is great.

Ideally, I'd love to see people trying lots of different approaches with different character types and having several of them work. I want the game at a point where there are several viable avenues for each character class, but not where you will be guaranteed success regardless of build. I don't want any "trap options" but I do want building a character by picking things completely at random with zero thought to be kind of a bad idea.

- hope he doesn't Silence you.

There are (I'm 90% sure) items that protect against Silence; if there aren't, then there will be, but I believe that Warded robe protects against it (and says so). It also has very strong magic defense, making it a good contender against Black Robe.

It's worth mentioning the Cyath you fight is the same one you can play it, albeit with an optimal build and equips to make up for the fact that being AI controlled is a huge handicap.

Anyway, new version is finally up. Waiting on queue approval makes these "micro-updates" rather difficult.
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