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(The game is still very much in progress, although a beta is up at the moment.)
(Please don't ask me when I'll be done. I don't know. It depends on how much time I can find to work on it)
BETA version 0.5 is up, representing the halfway point of development! Feedback on it would be really great.

Mayhem Maiden is a turn based RPG set in the shared Arum Universe (created by Fomar0153 and Indrah, see Dead Moon Night, Grumpy Knight, Etc), that asks the question "What if the damsels in distress rescued THEMSELVES for once?". It's supposed to be mostly lighthearted with a handful of more serious moments in between.

Plot:
While trying to unravel the mystery of the so-called "unreachable" Fiend's Tower, a young woman named May is taken prisoner by the Fiends within it. Teaming up with three other abducted girls, they decide to break out on their own and take on the Fiends on their own turf. In the meantime, a party led by May's Ex are trying to stage a rescue attempt on their own. Hijinx ensue on both ends.

Gameplay:
There are no towns or world map. You've got a series of dungeons, and a means of traveling between them. Like many other games in the Arum Universe, equipping "Mods" plays a huge role in gameplay.

Each character has 7 slots that can be used to equip Mods that upgrade stats, or that teach new skills or alter existing ones. Customize your party how you see fit!

Characters:
May: The Gadgeteer

Chronic thrill-seeker and self-proclaimed genius, May was on a journey to uncover the mystery of the so-called "unreachable" Fiend's Tower when she was taken prisoner. Some quick thinking later, she is now leading a group of 4 abductees attempting to break free. May takes great pride in her unconventional gadgets and inventions, although they're still not the most reliable things in the world...

Fighting style: May can dish out serious punishment with her Automatic Crossbow, relying on her Turrets and Traps to cover her and her friends while she reloads.


Shara: The Hateful Outlaw

Shara doesn't like to talk much about herself. Instead, she seems to prefer venting her hatred on whatever happens to be the current topic of conversation. About the only thing she seems to enjoy is beating her kidnappers to a pulp. If there are reasons for her irrational hatred, she's not telling.

Fighting style: Shara is a brawler who can deal great damage if her skills are used in a particular order, and who builds up "hate levels" as she fights. As her "hate level" rises, so do her chances of being attacked and taken down. However, these "hate levels" can be spent to perform a powerful combo that grows in power as her "hate" rises...


Holly: The Terrible Prodigy

An Elf with phenomenal magic power. That power, however, comes with a terrible risk. Should Holly rely too much on her magic, it will spiral violently out of her control, harming those near her. As a result, she desperately tries to avoid conflict, although her current situation makes that rather difficult. It doesn't help that the Tower's Magic is highly unstable either...

Fighting style: Holly is a support mage, although she can equip Mods that allow her to use attack spells. Use too many spells, however, and she will Overload. While Overloading, she gains tremendous magic power, but will cause Rifts to open at random that will cause harm to enemy and ally at random.


Karin: The "destroyer of Evil"

A Holy Knight on a pilgrimage from far-off Luma City. Although she seems very scatterbrained at times, she has a solid will and will gleefully slaughter anything that risks harming anyone under her protection. A spirit she refers to as her "Guardian Angel" follows her around, offering aid whenever Karin wishes.

Fighting style: Karin is a tank who tries to redirect damage away from her allies. She can call upon her Guardian Angel to perform powerful defensive techniques, although maintaining "his" presence on the battlefield for any length of time requires much effort.

Side characters:
The Fiendlord

The current master of the Tower and the Fiends within, and the one who orchestrated the kidnappings. His motives aren't completely clear, but he's not pleased with the jailbreak and isn't about to take their escape attempt lying down...

Cyrus

May's recently dumped Ex-boyfriend. While trying to decide if he still wanted to solve the mystery of the "unreachable" Fiend's Tower after the breakup, he witnessed May's Kidnapping. Now, he's gathered a party of adventurers to rescue her, although he's got serious doubts about whether it wouldn't be wiser to just turn around and go home...

Latest Blog

BETA 0.5 is up! Feedback would be appreciated!

Happy Holidays and Merry Mayhem to all!

So yeah, a new Beta/Demo for Mayhem Maiden is up, representing the halfway point of the game.

I recognize that it's been...Years...Since the last one. I'm sorry. School nearly destroyed me, and then I immediately landed a job at an indie game studio in a totally different city for a few months, which sapped all my creative energy for a while making progress extremely slow.

But at last, here's the next Beta, with many improved features! This represents the half-way point of the game, and should be the last Beta before the game is done. Hopefully it won't take me another few years to finish. :P

Stuff to look forward to are:

- 2 new dungeons!

Self explanatory. Aside from a few tweaks to older dungeons, you now also have two whole new dungeons to explore!

- Less Randomness!

Having important or dangerous mechanics operate on randomness often impeded the fun. This has been fixed.

May's Potion Launcher? Now it automatically heals the maiden with the lowest HP (by Percentage) making it much more reliable.

Holly's Overload mechanic has been overhauled. Instead of randomly damaging random people (with a slight bias towards the maidens) it now does (less) damage to everyone (friend and foe) on the field at once, and then applies random stat deubffs completely fairly among the combatants afterwards.

Holly's "Sick" status effect from her Ice spells now also makes all attempted status ailments and Binds guaranteed on the target.

Karin's Attract move now feels a lot more reliable too.

Also, not quite "random", but May's "Mayhem Ex Machina" ultimate skill no longer breaks all her gadgets. The skill is hard enough to use already without that additional handicap.

- More Battle information!

The core of what makes the game fun is the "Mwahahaha, just as planned!" moment when you unleash just the right special ability at just the right time, or when you shut down an enemy and prevent them from pulling off their evil plan.

As such, I decided that HP bars were the way to go, letting you much more easily plan out when and where to unleash those special moves for maximum "MWAHAHAHA"!

Plus, now all enemy skills that use a "body part" that you can "bind" to lock down that skill have a little visual "tell"/Animation to let you know what body part you need to Bind in order to prevent that enemy skill from being used again!

Stat booster mods are completely gone. They made the game hell to balance and honestly weren't much fun. Instead, they're replaced with a whole bunch of generalized mods that give all kinds of small passive skills instead.

Be sure to let me know what works, and what you think needs some more fine tuning in the comment section below!

Here's hoping you all enjoy it!
  • Production
  • Aegix_Drakan
  • NeverSilent
  • RPG Maker VX Ace
  • RPG
  • 07/25/2014 12:49 AM
  • 08/15/2023 03:08 PM
  • 12/01/2015
  • 71449
  • 33
  • 661

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unity
You're magical to me.
12540
Yeah, it'll be worth the wait. Best of luck with your university work ^_^
started playing and finished the first of two dungeons. Pretty cool game. Each character has different strats and several choices to boot.

- Do you find the plot, characters and dialogue interesting? Are the main characters' personalities different enough from one another? Are you interested at all in Cyrus' side of the story? Do I get you into the action quick enough? Are you curious to read more of the "history of the tower" items?
Characters are interesting enough, especially shara, haven't seen someone like her in any rpgmaker game ever. I think Cyrus's side of the story needs more build up because we dont really know what happened between him and may.


- Are there any skills/Mods that you feel are useless or too powerful? (Aside from Angel's Veil. I'm pretty sure I'm going to have to replace that one)
Can't call anything on this yet, but the elbow spike is kinda useless from what I saw. I need to use the attack debuff punch all the time because enemies hit super hard (like 150-200 in the first dongeon), and I was playing on the second hardest difficulty for some reason.

- What do you think of Holly's Overload mechanic? Did it worry you enough to try to avoid it? Or did you deliberately try to Overload?
Overpowered and unavoidable. It didnt seem like meditate can decrease the TP fast enough. If a battle goes on for too long, overload is almost guaranteed to kick in, causing random damage and giving me the power spells whether I need it or not. But the power spells did carry me thru most of the tough fights including the first boss. However as a random mechanic I could also have been easily screwed over by it so it's a complete luckfest.

- What did you think of how Shara works? Did you find any ways to "break" her system? (I'm actually concerned about making sure you can't break it)
Didnt glitch it or anything. But I had her literally attack-down punching every turn to be able to deal with the high damage of each enemy.

- Do you think the player should have access to more mods early on, or is the current distribution is fine? Do you feel the balance of Stat Mods is fine?
More is always good, but you dont want too much in the beginning. I noticed all the mods I got from drops are also available from the shop.

Not sure how the alarm works. What reason is there to turn it off? It looked like it just spawned more enemies on the map. The alarm fish is definitely overpowered. Also, if you trigger multiple alarms, defeating one will shut them all off.

I also recommend changing the first imp enemy and the ones in the storage to look different. They look the same but on the first battle in the storage I didnt expect them to hit like 3 times harder than before.

EDIT: Beat the second boss really easily using the strat mentioned on page 3 of the comments, the tank-dispenser strat. Only took 2 hits from boss for elf to overload, then she proceeded to burn down the boss in a few turns while going haywire. Yeah, over load is definitely as stated above. I must say the mechanics of the second floor is really good. Really have to go roundabout to get all the chests and avoid the full moon boss, didnt want to know what that woulda looked like. Great game.

And yeah, looks like the exp boosters dont work, or didnt appear to work.
author=bicfarmer
- What do you think of Holly's Overload mechanic? Did it worry you enough to try to avoid it? Or did you deliberately try to Overload?Overpowered and unavoidable. It didnt seem like meditate can decrease the TP fast enough. If a battle goes on for too long, overload is almost guaranteed to kick in, causing random damage and giving me the power spells whether I need it or not. But the power spells did carry me thru most of the tough fights including the first boss. However as a random mechanic I could also have been easily screwed over by it so it's a complete luckfest.


You will be happy to know that this has been massively fixed in the version of the game I'm sitting on now (ALMOST ready for a second Demo that contains 4 dungeons). It's no longer random, but more of a "Every turn, everone takes minor damage" thing that pushes you to try to end the fight quickly without being nearly-instant death if you get unlucky.

I would have had the next demo up by now, but between work leaving me creatively drained and various computer problems, I haven't gotten around to the last batch of bugfixes. ;_;
NeverSilent
Got any Dexreth amulets?
6299
Oh yeah, the demo that's currently available is pretty old now. But I've had the privilige of testplaying the newest build of the game a while ago, and let me tell you, it's improved everything by a huge amount. If you enjoyed the old demo despite its issues, then I can guarantee the new version is going to utterly blow you away once it gets uploaded publicly.
I enjoyed the game a lot. Maps are in very hight level, they are all different and there is a way how you can weaken guardian by doing same task on them. I also love that you have to change your strategy (and later even mods) against different enemies in different floors. There is however a small issue in balance. In floor 2 and 4, guardains seemed to be easier, a lot easier than optional miniboss fights (blind werewolf and frost mage).

Molly should be able to go on overload on purpose. She is trying to keep herself from overloading, so she actually just has to stop trying. This "spell" actually could be used against 4th guradian where its either getting every turn hit by overload or every 2nd turn by 4 self destrutions. Also, in 2nd guardian fight, it could be used to avoid overloading while the guardian uss his powerful multitraget move (3rd turn of full moon) and generarly, it would be good to have more control over the spell so you can overload while enemies are playing defensively rather than offesively. In fights with enemies with decent defences (4th guardian), the tremendous spells are less effective than the semi-weak attack - concidering Molly will hit the boss with 2 hits of 3.

I also suggest putting in game enemies which attack party memebers ignoring draw rate (or dispells draw rate effects). There is a combo where Karin makes enemies attack her, then guards and May uses her healing trap on her. This makes Karin practically unkillable. Potion launcher heals allies hit by multitarget attacks.
I'm glad you enjoyed the game thus far. :)

author=Bory
Molly should be able to go on overload on purpose.


I do have a few late-game mods planned that play around with her overload a bit more. I'll take another look at them and maybe shuffle them around a bit. ;)

I also suggest putting in game enemies which attack party memebers ignoring draw rate (or dispells draw rate effects)


Huh. That's not a bad idea at all! Definitely noted!
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
Hey hey! I just wanted to say I'mma do a review soon enough. I'm an hour into the game and am loving it so, but I don't feel I've gotten far enough in the Beta to warrant a review yet. But soon; just wanted to letcha know what I'm up to.
author=AtiyaTheSeeker
Hey hey! I just wanted to say I'mma do a review soon enough. I'm an hour into the game and am loving it so, but I don't feel I've gotten far enough in the Beta to warrant a review yet. But soon; just wanted to letcha know what I'm up to.


:o Oh wow, thanks. Please make sure you specify in the review title that it's for the beta and not the full game though!

......Ugh man, I've been slacking on this game. I should get back to work on it. XD IRL's been tricky though.
Can I showcase this game on my YT channel? @Aegix_Drakan


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