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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
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  • 110316
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Posts

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Any feedback on which features were specifically updated for this version?

I just want to know what to pay specific bug-testing attention to.
Thoughts:

-delusions of grandeur nerfed a little too hard. Moving it from spellsword weakened it, dropping the turns til death weakened it, and raising the cost to learn it made it untenable as a valid build option for anyone. 4-5 turns at a 1 level cost to learn should be fine for an enchanter. That's enough time to make it tactically relevant, without making it the first thing you mash going into battle. Also, it raises your strength, not your willpower, so it's not the cornerstone of any offensive builds.

-chronic bug: bethany put me to sleep. I had a wheel of time equipped. All my menu options were grayed out, I couldn't chose any of them, but it wouldn't pass my turn. Also my sleep counter was at 0 turns. I was able to repeat this bug several times.

-potential bug: cast poison on the already poisoned spellsword. The spell didn't tell me it took effect, but his turn counter on the poison effect when from 0 to 3.
Max McGee
with sorrow down past the fence
9159
Thanks for all the testing, btw.

Any feedback on which features were specifically updated for this version?

I just want to know what to pay specific bug-testing attention to.


It's in the download description.

-delusions of grandeur nerfed a little too hard. Moving it from spellsword weakened it, dropping the turns til death weakened it, and raising the cost to learn it made it untenable as a valid build option for anyone. 4-5 turns at a 1 level cost to learn should be fine for an enchanter. That's enough time to make it tactically relevant, without making it the first thing you mash going into battle. Also, it raises your strength, not your willpower, so it's not the cornerstone of any offensive builds.


The cost was always meant to be higher, but I'll probably raise the turns it lasts back to 7.

You can make strength-based builds in MDX. It's bizarre and perverse, but you can do it.

-potential bug: cast poison on the already poisoned spellsword. The spell didn't tell me it took effect, but his turn counter on the poison effect when from 0 to 3.


In my own observation, that's NOT how Yanfly Engine Melody handles status effects. In any case, probably not that big of a deal.

-chronic bug: bethany put me to sleep. I had a wheel of time equipped. All my menu options were grayed out, I couldn't chose any of them, but it wouldn't pass my turn. Also my sleep counter was at 0 turns. I was able to repeat this bug several times.


Did you press to the right and select turnskip? This isn't a bug, it's just how YEM handles being disabled, I think. Also, Sleep CAN linger at 0 turns for a while. Technically, it is only guaranteed to last for 1 turn, and then you have a 15% chance to recover each turn, and you automatically recover if damaged.
Hypothetical stunlock discovered.

As enchanter with two wheels of time:

Willpower=>sleep=>sleep again if the first one missed or meditate.

There are situations where it has a lower probability of success, but it's pretty unfair when it works.

I think the enchanter is working as intended now, since it did not feel like I was getting curbstomped every battle, just that they were a solid tactical challenge. However, I've noticed that mantra cannot be cast more than once a turn. Design decision, or accident?
Max McGee
with sorrow down past the fence
9159
Design decision.

Anyway, MANY enemies (and all bosses) have kitted themselves to protect against sleep, so I'm not worried about sleep being too powerful.

I will consider restricting Wheel of Time to one-equip per character, somehow.
Honestly, I think Wheel of Time is fine dual-equipped on the enchanter. They get two aura slots. They might as well get to use them. I can't say two wheels unbalances the game in my experience playing through, and there are even instances where it's better to have high dodge than more actions (vs. the spellsword is an example,) so they're not the only valid gear choice for the aura slot, either.
Max McGee
with sorrow down past the fence
9159
There will be some more auras later on in the game that will give Wheel of Time a run for its money.

It's great getting lots of feedback from one guy, but I also miss getting a little bit of feedback from a lot of guys.

Won't anyone else download/play this game? Without kumada I'd be terminally depressed.
You know what? Lemme see if I can scare up some more interest. There's plenty of corners of the internet that haven't heard about rpgmaker, and I post in a few of 'em. Lemme see if I can shoo some people this way.
Max McGee
with sorrow down past the fence
9159
That'd be much appreciated, but to be honest I wonder why RMN itself has been so silent.

Oh well, people are probably just diligently working their way through the massive release something playlist. There were a lot of them!

Truth be told, I'm more excited about (and more engaged with the reception of) a project I've not yet announced, anyway.
That, uh, that sounds like the usual pattern, but you'll power on through and complete this one first, right?
Max McGee
with sorrow down past the fence
9159
Power on through and complete this one?

Yes.

Complete it first?

Probably.

But my next release will most likely not be for MDX.
dude you must finish this it is amazing
Max McGee
with sorrow down past the fence
9159
anything is possible
I know this game is pretty old, but damn, is pretty awesome
I found this game by chance on the front page yesterday and I'm glad i did. I had fun playing it and my only disappointments would be its not finished and I couldn't try the four other mages yet.

I played through with all four characters beat the game 5 times twice with the elementalist having more diversity the first time and being a water specialist the second time.

I only got a few gameovers though all five playthroughs and they were mostly to Avanna, shes seems badass to bad she's not playable yet. The illusionist rage status effect would have caused auto loses getting hit with it at the begiing of the fight if i wasn't equiped with the green hat that reduces air damage. So maybe reducing the rage status to 3 turns instead of 5 might not be a bad idea.

Random little bug i found accidentally, if you face the merchant spirte and press right you can pass through the wall and go up and down the rope, then you get the usual rope message at the bottom.

I know this is has been unfinished for awhile but it would be great if you were to come back to this game to finish it. I found it enjoyable and I'd even be willing to help playtest if you needed someone.

edit: same minor thing with the rope on the left side too
shayoko
We do not condone harassing other members by PM.
515
random thoughts
nice title screen!

only one female character i am sad :(

i like the little animation her sprite does when you pick her tho

i don't get the plot. if your already fighting to the death....you mys well rebel... if all the slaves worked together...even if they lost its not like there situation would get any worse.
even if you survived you would live due to killing others if religion was true you would suffer a fate INFINITY worse then anything mortals could do to you.

when you try to climb the rope it says you don't want to climb it with out knowing what is up there....but no matter what you do you wont know until you do!

aww the story path for the characters that we do have isn't done? :(


Plot-Terrible
Gameplay-Good
Characters-?
Entertainment-hit and miss

General
this games focus is on strategy. however it feels a bit cheap as you need to experience the battle then load your save then prepare to be truly effective as theres no other apparent way to know what to expect.
story wises theres quite a few logical problems with this and even in the currently active routes (i used the female abjurur)was not finished.

the stores also could of been in one room rather then spread out.
for plot sake maybe getting some benefits would of kept it interesting as you win? access to new areas,new dialog ect. but nothing seemed to change.


Overall
not horrible but i was disappointed in the execution.
Decent RTP demo. Basically another colliseum simulator. You could use all sorts of strategies to climb to the top. I'll share my first (and only) playthru:

I used the stock 'fighter' character and spammed attack. Yes I don't like to get fancy shmancy, just mash that Z button until enemy dies. I did run into a couple of cheap opponents that I did poorly on, but high HP + 2 turns is too good. Some enemies use vanish on themselves and think they're set, but luckily for some reason the fighter comes equipped with a basic thunder spell. So I still managed to defeat every opponent by the end of the demo. I never died in the game. Good run.
Max McGee
with sorrow down past the fence
9159
Thanks to those of you who thought this was amazing, awesome, and so on. It warms the cockles of my black black heart. I understand--wholeheartedly--your desire to see old bearded men in full wizard regalia suplex each other for arcane dominance. I really, really do. But you will have to scratch that itch somewhere else.
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