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Max Mesiria Chp2 RPG

rated 4.42 / 5 stars
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Adventure - RPG

Credits & Info

Feb 14, 2007 | 9:29 PM EST

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Author Comments

UPDATE 03/02/07 - Battle mode highscores table keeps more scores (250 max) :)

Space - Actions, texts, talk to people, etc.
Enter - Open/close the menu.
Arrow keys - Move the character.
Mouse - Click the buttons during battles.
Q - Toggle quality. (Best, high, medium, low)

Don't forget to equip your new weapon/armor once you've bought them.
Purchase the battle mode from a merchant in the game.


- New party members
- Overworld map
- Alchemy system (replacing Magic, for humans)


- Sea traveling
- Boat battles (against other boats and sea monsters)

-Snails Animation
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Rated 4.5 / 5 stars

Lack of Recognition, eh?

I don't know...being on the front page gets you an insane amount of recognition; almost 25,000 views at the time of this post and the score is inching it's way toward a 4. You know I'll come back the next several days to inch it up as much as I can ;).

I'm going to take up as much of the post as I can so bear with me:

The entertaining stuff:

First off, thanks for taking my suggestion of the "Double Touch" change to "Double Strike", made me glad to see that I helped even the tiniest bit to making this game possible ^_^.

You had me bawling in laughter with Awareness, nice touch!

The girl with the crush on Gustave was cute too.

Thanks for letting us run from battles now :P.

Thanks for also fixing that small little gap-pause in the boss battle music. While it runs much smoother for everyone else, I've become so used to the pause that I expect it now. I open up a new game speed-play up to the Female Vehusus simply so I could hear the song loop over and over, so the pause ended up ingrained in my mind and it's now part of the music for me. Time to retrain myself :P

Now onto the Good Points:

1) Save states: enough said.

2) The equipment and money system is well-done, there's a few balance issues left to be settled, but the overall system works, so that's two steps forward.

3) Thank you for making it impossible to hit Boost the turn after you used it. I can't remember how many times I've slapped my head when I accidentally hit Boost instead of Double Strike. XD

4) The extra story background makes Ch.2 much better than Ch.1, I have a better sense of the world Gustave lives in.

5) The Bestairy was a wonderful touch, extra points on that.

6) The barrels were a nice surprise...especially the one with "water" by the train station XD.

7) The backgrounds, as usual, were gorgeous. I agree with a few of my fellow reviewers, the "pulses" (I believe they were called) had an absolutely breathtaking death animation.

Now onto the areas of improvement:

1) There seems to be a bit of a problem with your magic system, I think. Heal is a tad overpowered that it makes the Herb pretty much obsolete from the beginning of the second chapter, but Explosion an X Explosion don't deliver the raw power I expected for the large MP cost.

2) The writing does need a bit of work on it. That being said, as I just looked at most of the dialog, it was well done. A few areas could be...polished up a bit, but on the whole the dialog is good enough. I've seen worse translations from games that get bought (All Your Base immediately come to mind XD) If the game gets up to the front page on Newgrounds and stay there for a week and the dialog is a tad shoppy, you know it's a minor issue.

3) The Magic Worm is technically an item, but it doesn't appear in the item list. Now I had it when I was battling the Burn Pulse triplets and I lost all my HP then, the worm automatically revived me. So I'm just wondering if there will be an actual item in the list for the worms, or whether it will just auto-activate when someone hits 0 HP. The next question is: when you have more than one playable character, how will the worm work then? Will the worm revive the first one that hits 0 HP or will it have to be used on someone first? If it needs to be used, will it operate like a Phoenix Down and require use at 0 HP to revive or will using it make it operate like Auto-Life/ Life 3 (Yeah, I'm old...good ol' Life 3 ^_^)

The only real pressing issue is the first one, but that has been handled quite well in these past chapters through skillful handling of the monsters. I just fear this will only get harder the farther along the game goes, so the sooner this issue is dealt with, the less hassles it will create later. I have a few other issues that I could bring to your attention, but I'm running out of space here. Instead, be expecting an email tomorrow with more detail.

I admit, I was starting to give up hope that Snail Animation was still working on Mesiria...thank you for restoring my faith.


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Rated 4 / 5 stars

A distinct RPG among so many genaric ones.

I liked the way special skills could be used, as in I can boost and then doubleStrike for X4 damage, but that the skills could only be recarged by save points or leveling was not to my liking.

I liked the art style and the victorian era theme it had going on. Music was good but a bit bland, however you already did so well on the art and design so it would be rather demanding to ask you to make an absolutly perfect soundtrack.

I think that perhaps if you made it so that you can do an action that charges up those points it would feel like a more complete skill set. I think it would be neat if, say, when you chose the guard action you choose one skill to recharge by one point. This would keep boss battles from being a short burst of damage from the player followed by lots of little attacks till it dies.

If you do implement something like the guard-skillcharge maybe make a version that doesen't give a skill point but a def bonus next round, maybe not as strong a def as the round you block though. I would not recomend a (smaller block)-skillcharge though as while it might be balincing it would be less enjoyible that way I think.

Perhaps also have monster give some kind of tell for when they do big attacks so you know when to use block too, that way you arn't just making a bet on if they use a big attack or not.

I think being able to tell how much (or approximatly how much) health the enemy has would be helpfull as well, maybe make a skill that works for 10 rounds or something.

Also, while random encounters are ok, I would prefer if you could see, and perhaps evade enemy groups as you walked around, maybe even be able to sneak up on em and get a bonus round or something.

I might also have seen a glitch where right after the shadow car I saw a room with a hooded guy (Possibly the merchant) for a second and then, well this might be a spoiler so I won't say but I think either I skipped a car or that I just had an almost immediate transition thing.

Also getting exp and earning items feels a bit less rewarding if at each chapter you are given preset stats and eqipment. Maybe have some kind of code given at the end of a chapter that is used at the beginning of the next, though you will need to be carefull how you implement this so that people don't abuse it and get stuff they didn't earn, capping exp for each chapter would probibly be a good idea too so people cannot get codes for amounts of exp that are way too high, letting people know what the cap is would be a good idea if you do this.

Maybe when you finish the series you could also put them all together and eliminate the need for codes, but that would probibly be unnessisary work and very likely over the NG size limit.

Still this was a great game and I enjoyed it, gave it a 4.

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Rated 5 / 5 stars


Man, I must admit, this game was awesome, I got through the beginning with just a rusty sword killing glowing slimes to leveling up to 15 which is the max level for this chapter sadly... (I wanna become uberly powerful) I died a couple of times, but after I became godly, hehe nothing stomps me, muwhahahaha, and that girl was kinda cute the one that sells herbs and potion, hehe ^.^V but yea, It was worth every little minute that I put into it, I hope you have fun making the rest of the chapter and I will beat your high score!! muwhahahah =p gotta love the story!!


Rated 2.5 / 5 stars


Most frustrating game ever. The first boss, the big mechanical flying thing that shoots lightning, impossible to beat, you gotta make it a bit easier to start off with ffs, i used every damn option, used all the special abilities, used every potion i had and all my magic points and he still wouldnt die, thats just too hard in the beginning.


Rated 5 / 5 stars

This Is Truly A Magnificent Piece Of Work!

My breath was taken away from me, when I experienced Mesiria Chapter 2. You have made astounding improvements to the Mesiria Chapter 2. The artwork is beautiful, the animation runs very smoothly, and at a great pace. The music and sounds are very well done; and your new battle theme music is wonderful and never gets old. The new monsters you created are fascinating. And the locations you provided for Mesiria Chapter 2 were truly wonderful and great marbles of beauty.

The introduction of puzzles in Mesiria Chapter 2 made it an even more of a true RPG experience. Even though the game took longer that I hope it would, to be released. I can look back on playing Mesiria Chapter 2; and say that it was worth every second I waited. This is a great example of perfection in a video game. Perhaps now your Mesiria games, your website, and your grand talent will now start receiving the attention they deserve. And again I can only emphasis on what an incredible experience Mesiria Chapter 2 was for me.

I am sorry if I dragged on too much; but know that this was an example of what RPGs should be. So Thank You so much for all your hard work toward Mesiria Chapter 2. I am looking very forward to what you can do next in Mesiria Chapter 3. I wish you the best of luck with your Mesiria series and your website snail animation. And again Thank You for your hard work.