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Sep 22, 2010 | 12:08 AM EDT

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Survivor 50 Points Survive 40 rounds.
Lone Wolf 100 Points Do it without turrets.

Author Comments

Upgrade Hank, build turrets and blast the baddies through progressively intense, CPU-crushing waves.

Made for Madness Day 2010 and based on the Madness characters by Krinkels.



Rated 5 / 5 stars

i like it

anybody in for defence shooters this is it


Rated 0.5 / 5 stars

It starts out good but...

Eventualy, due to the latency in commands, becomes unplayable. When I push the key to walk to the right, i dont expect my charecter too keep walking after ive stopped. Also, when I smash the jump key and my charecter dosent jump because hes still doing the walking command that i gave him 30 seconds ago, It frustrates me a bit, especialy when hes walking towards a group of enemies.

I dont know how your going to do this, but you need to fix it.

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Rated 4.5 / 5 stars

It's a fun romp!

You guys are really getting the most out of Bandage Hank! Though the visuals sans the stage are mostly recycled from previous Madness game days, they still work well! This variation handles more favorably, in my opinion, because of the upgrade system. I had speed and health cranked waayyy up, so I was flying all over the place taking pop-shots with a shotgun at pointblank before gliding over to someone else with almost Equilibrium pace. It was pretty damn fun!

The tilting stage was an interesting twist, and it, as well as the zombie rushes, succeeded in breaking up the pace. I like how the gray baddies, agents, and mustard-bleeding spec ops are all there...alas, as I type this I haven't made it to Wave 40, though that could work in the game's favor for replay value! :D

One problem I seemed to have was, and especially in tilting stages, the enemy will group together in, (allow me to whip out Starcraft 2 lingo) a Bio-Ball...or really a Bio-Ball of Ballistic Bullets; with nearly every gun except for the flamethrower, I would be pelting one, maybe two enemies out of a group of eight or ten who would mostly be firing at me with a decent spreadshot because of my jumping patterns. Because the bullets only truly effect the forward-most enemy, the guy in the back has no problem blasting a shotgun from the corner of the room with a guaranteed hit on my player.

Often, if I just wanted to dislodge them of their weaponry, the fists on the ground seemed to do a better job wading deep into an armed crowd, letting out an explosion of guns in the wake of the hit. That is, this would work if they didn't immediately pick them up again the moment they stopped bouncing.

Though Hank's ground punches are weighty and strong, his jump kick is more comparable to a booty sting, allowing a string of singular kicks to be hit upon the same target as they fly into the air multiple would just make more sense if his aerial kick sent them more into a downward slam instead of drifting back slightly, but that boils down to my personal opinion, as usually with any fighting game, I prefer to be more of an aerial combatant...this is usually due to a lack of sprint or lunging ground attack.

The flamethrower did a great job at close-range crowd control, the shotgun was excellent, the M60 was awesome as usual, the P90 was okay, the Desert Eagle was nerfed, the Grenade Launcher SEEMED nerfed, and I kinda wished the starting H&K would make a reappearance somewhere in the game...maybe the clown could be armed with one of those instead of the shotgun?...though, honestly, that shotgun rocked...

...which bummed me out a little when running out of ammunition. After some kills have been layed down, the ground will be littered with a near incomprehensible mass of hardware, that it's difficult to distinguish what you're going to be picking up. I'll see the tip of a shotgun barrel inbetween a Desert Eagle and a Grenade Launcher, I hit "S" to pick it up, and I'll pick up a flamethrower that's a little to the left. It may be more user friendly if the "S to pick up Weapon" icon wasn't nudged off in the corner where we're not looking and it acted more like a Heads Up Display. Like, "S to pick up Shotgun" or "S to pick up Grenade L." right there beneath Hank.

It didn't chop too badly on my end, but there were a few cosmetic glitches; killing random enemies, and their bodies would fly back and die, but their hands and their weapons would remain stationary long after their dead...near the end of the level, at one point, I had a pair of hands and a floating shotgun pointing at the corner, floating hands and a Desert Eagle pointing up, and floating hands and a flamethrower pointing straight all at the same time...the angle they're pointing likely indicative of where the enemy was aiming when they died, but it was still kind of amusing...unless, you know, I WANTED those weapons >:C lol

Also, probably good news for you, I don't think I've ever accidentally clicked an ad link as much as I have today. Having to aim at the bottom middle can do

Great job!

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Rated 5 / 5 stars

Wow this is great!

Seriously Mr Fulp you out do your self in so many ways.
This was great I tried to go for the no turrets medal on first try and made it to wave/lvl/whatever 21 but then got tragic! :(


Rated 4 / 5 stars

Near Perfect!

My word, I havent had this much fun since i got the void bomb in crush the castle!
Well, my good chap, this is very well one of the best shoot em ups ive ever seen. Only a few complaints. for one, the lag is so severe that I seem to loose control of our ninja friend from time to time. Also, the weapon equip button seems a tad bit glitchy. There was many a time when i tried to regain my trusty shotgun, only to aquire something the demoman would fancy. Overll, though, this is an extemely well designed game,and if it werent for some minor glitches it would be perfect. Good job, my boy, and Happy Madness Day!

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