Major Mayhem 2: Action Hero Rocket Jump The Forces of Evil are back and have rudely interrupt your romantic getaway! It's time to take vengeance with extreme pr… Free Buy Now Watch Media DetailsThe Forces of Evil are back and have rudely interrupt your romantic getaway! It's time to take vengeance with extreme prejudice... Grab your biggest guns and embark on a mission of exciting arcade shooting action that will keep you coming back for more. Blast bad guys, dodge bullets and travel to the moon and back in an adventure only worthy of Major Mayhem. Features: ● Fast, fun, arcade cover shooting action ● Simple to play ● Hard to master ● Offline mode. Play anywhere, anytime. ● Survival Game Mode - Online leaderboards and prizes ● Hundreds of enemies to shoot ● Dozens of hostages to save ● Costumes ● Hats ● Colourful, fun, HD 3D graphics ● 5 Big Boss Fights! ● Light hearted storyline with a dash of humour ● Unlock and upgrade 20 guns! LOCK AND LOAD, MAJOR! It's time to KICK SOME BUTT! Information Seller:Rocket Jump Genre:Action, Arcade Release:Apr 22, 2018 Updated:Jan 02, 2023 Version:1.205 Size:281.5 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal Game Trailer YouTube: video Released world-wide! Thanks all. sugimulm Well-Known Member Aug 28, 2010 2,457 46 48 The last time zone for iOS game releases :( #2 sugimulm, Apr 25, 2018 Last edited: Apr 25, 2018 Yes!!! Timers, NO!!!!!! Not sure how long this will stay on my device when I still have the original iPhone X compatible Edit: so sad that this once treasured game has gone to typical F2P. Timers, dual currency, chest with timers, so sad. Guess its rime to invest in the first one. My heart aches now. anthony78 Well-Known Member Nov 13, 2015 3,128 704 113 #3 anthony78, Apr 25, 2018 Ughh! I loved the first one and was really excited when I saw this thread. Now, not so much. Probably redownload the first one. It has ads and IAPs but sounds nowhere near this one. Mr. Charley Well-Known Member Sep 6, 2008 2,628 38 38 #4 Mr. Charley, Apr 25, 2018 Awww man! Gonna still have to check it out and hope its a fair f2p implementation... DaveMApplegate Well-Known Member Oct 28, 2016 104 5 18 Orange County, California #5 DaveMApplegate, Apr 25, 2018 I don't think the timers/duel currency/ etc. has a bad implementation in this game. The developers have to make money and IMO this is one of the more fair F2P models I've seen. RogerSimon Active Member Oct 10, 2017 30 0 0 Aspiring Indie Game Dev San Francisco #6 RogerSimon, Apr 25, 2018 I'm so excited about this. I LOVED the first one! : ) jpgold Well-Known Member Sep 21, 2012 1,818 56 48 Online Ad Sales - Pandora New York, NY #7 jpgold, Apr 25, 2018 Was so psyched when I saw this. Loved the first one. However, don't think this will be staying on my phone long....two kinds of timers (energy for playing and for opening chests), dual currencies. It's a shame as it seems like a nice updated version of the game. jpgold Well-Known Member Sep 21, 2012 1,818 56 48 Online Ad Sales - Pandora New York, NY #8 jpgold, Apr 25, 2018 Couldn't agree more that they have to make money, should get paid for your work. I think they went a little overboard with the f2p aspects which is a turn off. Happy to put in $1.99 or even more into this game, but not if I have to keep putting money in every other time i play. Troid Well-Known Member Mar 20, 2018 48 12 8 #9 Troid, Apr 25, 2018 Eli loves you. WarLizard Member Nov 21, 2017 10 0 0 #10 WarLizard, Apr 25, 2018 I kind of agree. It would be epic if they toned it down a bit or had a $9.99 esque pay once and get it over with option. That being said, what games do you feel like have better executions than this? Rangerlump Well-Known Member Jan 20, 2010 482 23 18 #11 Rangerlump, Apr 25, 2018 I cant imagine that the amount of revenue generated by whales buying energy can surpass the amount of revenue lost by all the people like myself who wont play it at all, ergo, not paying for the rest of the F2P stuff. I routinely drop ALOT of cash into free games, but limiting my playtime gets instant deleted and ZERO money spent at all. hvianna Well-Known Member Jun 14, 2012 732 7 18 Male IT Analyst / Webmaster Brazil #12 hvianna, Apr 25, 2018 Last edited: Apr 25, 2018 Awesome!!! I wasn’t expecting this, what a great surprise! If the devs are following this thread, I’d really like to suggest an option to move the “Jump” button to the left side of the screen. I “shoot” with my right finger, so it would be nice if I could jump without losing my aim. I know I can also swipe up to jump, but it’s slower and clumsy. How about a premium IAP? I would gladly pay 10 bucks to get rid of the energy/timers! syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #13 syntheticvoid, Apr 25, 2018 Oooooh HELL YES!!! =D I thought this project had been scrapped! Sooooo awesome to see it was completed! =D sugimulm Well-Known Member Aug 28, 2010 2,457 46 48 The last time zone for iOS game releases :( #14 sugimulm, Apr 25, 2018 Ok had some time to play, not friendly at all with the IAP. If you die and dont revive, you lose all coins you collected during the stage. Next, used 2 lives, takes 3hours and 54 minutes to refill. Got a blueprint for a shotgun, takes 1000 coins to unlock, not sure after that. I get there are IAP, but seems like the model is really aggressive and you will be grinding a long time to get coins and unlock different firearms. syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #15 syntheticvoid, Apr 25, 2018 The IAP doesn't bother me (yet, anyway) - but the battery drain on my 6S is a little crazy. =X I'm gonna have to play while charging. =P Maybe I just need a new battery. <shrug> Either way, I'm happy to see this is available. Maybe... Maybe a 2X coin doubler would be possible? Even priced around $5-$7, I'd snag that up in a heartbeat. Antony Blackett Well-Known Member Nov 10, 2011 141 2 18 Male Game Developer Wellington, New Zealand https://www.fantasticfoundry.com #16 Antony Blackett, Apr 26, 2018 Last edited: Apr 26, 2018 Hi all, Major Mayhem 2 developer here: Thanks for trying out Major Mayhem 2 and thanks for all the feedback. I wanted to let you know that I am listening to all your feedback and concerns. Monetisation and how it is implemented is a topic of discussion it seems and a lot of people, not just on this thread have asked why it's not simply the same as Major Mayhem 1. To put it simply, Major Mayhem, once you factor in apple/google cut and publish cut, there is not enough money left to reinvest into further development of Major Mayhem 1, and that's sad . Even now Major Mayhem 1 has 800,000 monthly players, that's a huge number of players but it simply doesn't generate enough revenue to support our 2 man dev team full-time. To make Major Mayhem 2 worth our investment and turn it into the game we want it to be now, and support it well into the future we had to try something different. Major Mayhem 2 is brand new. We haven't had a chance to react to how people engage with it or expand on the content and features with updates. We have a lot more planned for Major Mayhem 2 which should hopefully make some of these monetisation mechanics feel less intrusive and allow players to enjoy the game they way they want. We are listening to all feedback we get. So please keep me informed of any ideas or thoughts and feelings you have about the game now or in the future after updates. Cheers, Antony. sugimulm Well-Known Member Aug 28, 2010 2,457 46 48 The last time zone for iOS game releases :( #17 sugimulm, Apr 26, 2018 Last edited: Apr 26, 2018 We hear yah, it’s just sad, but understand. Finding a balance is difficult. I would suggest removing the timers and coin doubler would be nice. I would pay to support, not consumables though for me at least. Antony Blackett Well-Known Member Nov 10, 2011 141 2 18 Male Game Developer Wellington, New Zealand https://www.fantasticfoundry.com #18 Antony Blackett, Apr 26, 2018 I'm considering an unlimited energy purchase for at a reasonable price-point. The reward cases however were not designed as a waiting monetisation mechanic, they were meant to be in addition to the normal ways you earned coins that is in Major Mayhem 1. The problem I had in Major Mayhem 1 was that later weapons simply took a long time in real playtime terms to earn, I wanted to give time poor people the option of earning coins and weapons by simply returning each day and playing a few rounds to earn reward cases. It feels a bit harsh on coin earning at the moment because there are no achievements or minigoals to boost your coins like in MM1. I didn't want to compensate for that now and then nerf coin earning or raise the cost of weapons later when I add those features. hellscaretaker Well-Known Member May 27, 2012 1,098 6 38 Im a youtube gamer/streamer https://www.youtube.com/user/touchgameplay #19 hellscaretaker, Apr 26, 2018 Explain the reason behind why the mayhem count goes up every time you get enough to open a reward case? I look at it as its going to take me a very long time to open one of these once i played this game for a while. Antony Blackett Well-Known Member Nov 10, 2011 141 2 18 Male Game Developer Wellington, New Zealand https://www.fantasticfoundry.com #20 Antony Blackett, Apr 26, 2018 It caps out eventually at 50k mayhem. It's meant to scale with your proficiency and upgrades. It's actually a bit high at the moment and I'll be adjusting the Mayhem per case down a bit in the next update. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 4 1 2 3 4 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Yes!!! Timers, NO!!!!!! Not sure how long this will stay on my device when I still have the original iPhone X compatible Edit: so sad that this once treasured game has gone to typical F2P. Timers, dual currency, chest with timers, so sad. Guess its rime to invest in the first one. My heart aches now.
Ughh! I loved the first one and was really excited when I saw this thread. Now, not so much. Probably redownload the first one. It has ads and IAPs but sounds nowhere near this one.
I don't think the timers/duel currency/ etc. has a bad implementation in this game. The developers have to make money and IMO this is one of the more fair F2P models I've seen.
Was so psyched when I saw this. Loved the first one. However, don't think this will be staying on my phone long....two kinds of timers (energy for playing and for opening chests), dual currencies. It's a shame as it seems like a nice updated version of the game.
Couldn't agree more that they have to make money, should get paid for your work. I think they went a little overboard with the f2p aspects which is a turn off. Happy to put in $1.99 or even more into this game, but not if I have to keep putting money in every other time i play.
I kind of agree. It would be epic if they toned it down a bit or had a $9.99 esque pay once and get it over with option. That being said, what games do you feel like have better executions than this?
I cant imagine that the amount of revenue generated by whales buying energy can surpass the amount of revenue lost by all the people like myself who wont play it at all, ergo, not paying for the rest of the F2P stuff. I routinely drop ALOT of cash into free games, but limiting my playtime gets instant deleted and ZERO money spent at all.
Awesome!!! I wasn’t expecting this, what a great surprise! If the devs are following this thread, I’d really like to suggest an option to move the “Jump” button to the left side of the screen. I “shoot” with my right finger, so it would be nice if I could jump without losing my aim. I know I can also swipe up to jump, but it’s slower and clumsy. How about a premium IAP? I would gladly pay 10 bucks to get rid of the energy/timers!
Oooooh HELL YES!!! =D I thought this project had been scrapped! Sooooo awesome to see it was completed! =D
Ok had some time to play, not friendly at all with the IAP. If you die and dont revive, you lose all coins you collected during the stage. Next, used 2 lives, takes 3hours and 54 minutes to refill. Got a blueprint for a shotgun, takes 1000 coins to unlock, not sure after that. I get there are IAP, but seems like the model is really aggressive and you will be grinding a long time to get coins and unlock different firearms.
The IAP doesn't bother me (yet, anyway) - but the battery drain on my 6S is a little crazy. =X I'm gonna have to play while charging. =P Maybe I just need a new battery. <shrug> Either way, I'm happy to see this is available. Maybe... Maybe a 2X coin doubler would be possible? Even priced around $5-$7, I'd snag that up in a heartbeat.
Hi all, Major Mayhem 2 developer here: Thanks for trying out Major Mayhem 2 and thanks for all the feedback. I wanted to let you know that I am listening to all your feedback and concerns. Monetisation and how it is implemented is a topic of discussion it seems and a lot of people, not just on this thread have asked why it's not simply the same as Major Mayhem 1. To put it simply, Major Mayhem, once you factor in apple/google cut and publish cut, there is not enough money left to reinvest into further development of Major Mayhem 1, and that's sad . Even now Major Mayhem 1 has 800,000 monthly players, that's a huge number of players but it simply doesn't generate enough revenue to support our 2 man dev team full-time. To make Major Mayhem 2 worth our investment and turn it into the game we want it to be now, and support it well into the future we had to try something different. Major Mayhem 2 is brand new. We haven't had a chance to react to how people engage with it or expand on the content and features with updates. We have a lot more planned for Major Mayhem 2 which should hopefully make some of these monetisation mechanics feel less intrusive and allow players to enjoy the game they way they want. We are listening to all feedback we get. So please keep me informed of any ideas or thoughts and feelings you have about the game now or in the future after updates. Cheers, Antony.
We hear yah, it’s just sad, but understand. Finding a balance is difficult. I would suggest removing the timers and coin doubler would be nice. I would pay to support, not consumables though for me at least.
I'm considering an unlimited energy purchase for at a reasonable price-point. The reward cases however were not designed as a waiting monetisation mechanic, they were meant to be in addition to the normal ways you earned coins that is in Major Mayhem 1. The problem I had in Major Mayhem 1 was that later weapons simply took a long time in real playtime terms to earn, I wanted to give time poor people the option of earning coins and weapons by simply returning each day and playing a few rounds to earn reward cases. It feels a bit harsh on coin earning at the moment because there are no achievements or minigoals to boost your coins like in MM1. I didn't want to compensate for that now and then nerf coin earning or raise the cost of weapons later when I add those features.
Explain the reason behind why the mayhem count goes up every time you get enough to open a reward case? I look at it as its going to take me a very long time to open one of these once i played this game for a while.
It caps out eventually at 50k mayhem. It's meant to scale with your proficiency and upgrades. It's actually a bit high at the moment and I'll be adjusting the Mayhem per case down a bit in the next update.