Game
Mayhem ZX
7 years ago

One Year Later...


Hey guys, it’s been too long! A little over a year ago we started developing Mayhem ZX and today I wanna talk about how far we’ve gotten with it.


The Past
So when we first started Mayhem ZX, it was simply a 48 hour game jam that we couldn’t finish in time. The original concept was to have two unique fighters with their own unique weapons and grenades. About a month into development, the game was looking so good that we decided we should work on the game full time. About six months later, we had four unique characters with their own weapons and grenades, but it still wasn’t enough.


The Present
Numb Thumb Studios is a two man team based in Salt Lake City, Utah. And as every indie developer knows, sometimes your project seem just too big! Feeling very overwhelmed and discouraged, development slowed to just about a stand still. After watching countless talks with Amir Ismail (Vlambeer) the creative juices started flowing and development picked back up! So working out kinks in our busy lives, we now have an idea of where we want to end the game. Just an idea though, keep that in mind!


The Future
The final project (as envisioned at the moment) will consist of 10 playable characters, 10 unique weapons and 10 unique grenades. There will at least 4 multi-player stages, and at least 2 single player target levels. Now remember that this is our current vision for Mayhem ZX, and it is likely to change as development continues. For instance, we’ve talked about an actual campaign mode, but just talk is all it is at the moment.


Thanks for taking the time to read this, and stay tuned for our upcoming Dev Logs to learn about the characters, weapons, stages and more!


  • Numb Thumb Studios


We leave you with this!
Character Concept design - Cyber Stelios

5d0aecdb4ec17.jpg


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