
Magic Mayhem
A downloadable game for Windows
You play as a young sorceress trying to defend magical portal from hundreds of enemies.
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Tower - defense like gameplay
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Multiple spell types
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Diverse enemies
Fast-paced, short game sessions
Test your magic skills and unleash the mayhem!
Controlls: WASD - movement Mouse - aiming LMB - primary attack RMB - secondary attack (available with second wave) Q - ultimate attack (available with third wave) ESC - pause menu
| Status | In development |
| Platforms | Windows |
| Rating | Rated 4.5 out of 5 stars (2 total ratings) |
| Author | jagiello |
| Genre | Action |
| Made with | Unreal Engine |
| Tags | 3D, Fantasy, Female Protagonist, Magic, Short, Singleplayer, Third Person, Tower Defense, Unreal Engine |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse |
Download
Download
magic-mayhem-windows.zip 1.8 GB
Version 5 Aug 22, 2025
Install instructions
1. Download and extract the magic-mayhem-windows.zip.zip file to any folder.
2. Run MagicMayhem.exe to start playing — no installation needed!





Comments
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Short but sweet. The game plays well enough without any issues, though my only complaint would be with the basic attack itself—if it had a snappier response time between clicking and casting, or if you could just hold LMB and fire without clicking manually each time, that'd be great. It only becomes annoying when you try to cast your Level 2 and 3 spell(s), but have so many basic attack inputs buffered that they never come out.
Also, the Fireball ultimate's range is a bit... inconsistent. Sometimes it will fly several meters ahead; sometimes it'll just stop right in front of your character. It's a great and powerful attack, but it never seems to go exactly where you want it.
Hmm... I didn't plan getting back to this game, but your comment is so good, that I decided to update things you mentioned :)
Done! Basic attacks are now slightly closer together, so I hope it's "snappier" ;) There is also cache of basic attack after secondary attacks, so she fires attack as soon as possible, when click was still during animation. "Fireball" ultimate now picks further target point, so it's more consistent (I wanted to prevent casting spell into hills, so I needet to find point on enemies path, sometimes this point was too close to character).
Just gave it a try, and I like it a bit better now! There's no longer so much of a disconnect between click and attack, which feels really satisfying. And though the Fireball range can still be a little inconsistent, at least it no longer stops directly in front of you, making it a great utility for clearing distant hordes while the Thunder Strikes prioritize close-range.
All in all, I think you nailed it with this revision.
Thank you for checking and especially re-checking my game, for comments and for following me up :)
Game looks nice! In regards to the 3D motion would love to hear about your experience rendering, or about the motion capture in general
Thank you so much for kind words :)
About animations, it's mostly free stuff from FAB (character is "Paragon Shinbi" by Epic Games), plus one levitating animation from rokoko free package.
Here are two links that you can find interesting:
Thank you for sharing! I'm familiar with Rokoko! Next time you're interested in motions just join our discord (https://discord.gg/nYBEbFFd) and you can get free video to motion!
Thank you, I will :)
Fun little game, i enjoyed my playthrough and can see this being cool to come back to, some points of feedback:
Thank you very much for your feedback! I'm glad that you spend some time to check my game :)
You were absolutely right about ragdoll, I added it to minions and effect is so great now! :D