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Oct 25, 2010 | 2:27 AM EDT
  • Daily 5th Place October 26, 2010
  • Weekly 4th Place October 27, 2010

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Progression 5 Points Unlock your first door or elevator
Redemption 5 Points Slay the Savior
Renovation 5 Points Turn a wall into a door
Consternation 10 Points Kill the Clown
Completion 25 Points Finish the game
Exploration 50 Points Finish the game with 100% map explored
Ammunition Secret Medal: Unlock this medal to view its details!
Information Secret Medal: Unlock this medal to view its details!
Medication Secret Medal: Unlock this medal to view its details!
Collection Secret Medal: Unlock this medal to view its details!

Author Comments

= = = NEWS = = =
- Version 1.5.8 approved by NG admin on 11/02/10!
- Medals approved by NG on 11/09/10! Hurrah!
- If I haven't replied to your PM's, it's simply because I'm busy at work on the sequel to this game. Hopefully I can put in as many features that you guys suggested. Happy gaming everyone!
- Someone pointed out that there are fan-made walkthrough vids for this game on Youtube. If you really need help and the guide isn't helping, search "Madness Retaliation" in

= = = IF YOU'RE STUCK = = =
... CHECK THE GUIDE AT http://revolverroach.newg 85
(remove the spaces. sorry, HTML links aren't allowed in NG descriptions)

= = = BIG THANKS = = = all the Newgrounds players, voters, and reviewers who helped this game get daily 5th, weekly 4th, and front page! It's hard to keep up with the reviews but I do read through all of them. Thank you for the praise, suggestions, and also the many criticisms that help me make improvements to the game.

= = = LATEST UPDATE 1.5.8 = = =
- Fixes to Medal system. (Medals still pending NG approval)
- Fixed some spelling errors and inconsistencies in equip description
- Increased efficiency of JHP ammo stun to 75%.

= = = PREVIOUS UPDATE 1.5.7 = = =
- Some save system bugfixes. Again, saves are local to your PC, NOT your NG account.
- Added new ability for the Savior Halo that will help exploration.
- Medals created (Pending NG approval)

You command a team of 4 specialists infiltrating an AAHW cloning facility. You must retrieve vials of DNA that the Auditor is using to create stronger agents. You must shoot and stab your way through masses of ever improving enemies. Collect weapons, armor, and items to help you reach the Auditor's tower and complete your mission.

= = = GAME PLAY TIPS = = =
- This is a turn-based strategy game that uses AP (Action Point) mechanics. Fans of Fallout 1 and 2 will be familiar with the game-play.
- In each battle, try to defeat all enemies as quickly as possible. Each of your characters has a limited amount of AP that are used to move and attack.
- Moving horizontally, forward or backward, takes 1 AP per tile. Moving vertically needs no AP.
- If you have no more AP, press the End Turn button. You'll to regain some AP but your enemies will have a chance to attack you.
- There is no "Level-up" System. Your HP, damage, AP, and other stats are determined by the armor and weapons.
- Some equipment have special abilities which are displayed in their description. Figuring out how best to use them, is entirely on you.
- You cannot change your character's classes. Learn to optimize their use.
- Armor is subtle and relies partly on luck, but it can be invaluable in many situations.
- Certain enemies drop items which will help out in difficult battles.
- You don't NEED to explore the entire facility... but it does help quite a bit.
- If you lose a man, the Higher Powers will resurrect him after you finish the battle. Assuming, of course, that you win.
- Save often. Srsly.

= = = ABOUT THIS GAME (it's quite lengthy) = = =
The inspiration for this game was the "kill-team" dynamic between Deimos and Sanford, as opposed to the "one-man army" feel of Hank. I want players to feel like they're constantly upgrading and improving their team. I've also tried to replicate the weapons and armor used in the Madness series as Krinkels portrayed them, then added a twist of my own art-style. I had planned this for Madness Day 2010, but it my estimated 2 week production time became 2 months. Still, I'm quite happy with the result and hope you enjoy it!

= = = = = = = = = = = = = = = =
MUSIC CREDITS: http://revolverroach.newg 60
HINT SHEET: http://revolverroach.newg 3



Rated 5 / 5 stars

Excellent fun!

I know the 10/10 rating is cliche, but if my enjoyment level of this game could be put into a rating, that's roughly what it would be. This game was fantastic on all counts!

All of the art is true to the Madness form, with little bits of humor dipped in here and there for extra measure. While perhaps not the best animated game out there, the art accomplishes what it needs to very, very well. Kudos! :)

The music also works well, enhancing the atmosphere of the areas you explore in Madness Retaliation superbly. It's a shame it isn't music made by Newgrounders, though! Maybe for the sequel?

And then, of course, the most important part of any game, the gameplay! I thought it was great. It has that right balance of not too easy or too hard. It's strategic without being a headache or a memorization game.

Things I particularly liked;

The variety of gear to pick out for your characters. It's quite a healthy selection! Personally, I think a little bit more would've been even better, but with the selection I did get, I'm not complaining. :)

The variety of enemies and their traits was pretty nice, too. It's not fun killing the same dudes 20 billion times in a row. (and, while we're on that subject, the Savior Head blocking spawns at places you've already been was a HUGE help. Thank you, thank you, thank you for that!)

Things that I'd like to see for the sequel:

Even more items and enemies. Yeah, I know, but, I love a variety. I really do.

Some way to get items besides lockers or boss fights. After all, you fight all these people who have stuff. Perhaps one of them could have like a 2% chance of dropping what they have for you to pick up, or a shop where you can buy stuff or something?

More ammo upgrades. The JHP upgrade was excellent, but all the other weapons missed out. It'd be nice to see another one, too. :)

Would it be possible to have a setting where it skips the fade-to-black between rooms and just gets you there instantly? It's an okay effect, but it slows the gameplay down a bit, especially when backtracking. Something that could've taken about 20 seonds to do took more like 40. It'd be nice to make that optional.

I wouldn't mind some kind of level system for the characters, so that equipment isn't the only thing buffing them up throughout the game.

Likewise, I'd also like to see a "party creation" mode, where you can pick out the basic equipment for your four guys and what classes they are. It'd allow some more fun variety! (not to mention some stuff for the more masochistic. Hi, four heavies!)

Perhaps a bit more variety between the four classes, too? Sure, a buff for specific weapons they use is nice, but couldn't a few other bits occur too, like heavy having a higher base health and having a nerfed pistol effect (more AP use?), while the close combat guys have higher AP and having a nerf with machine guns? It's a minor touch but it'd be nice.

And then, perhaps, various difficulty settings, affecting the base enemy stats? Those who struggle with the game can play on easy, while those looking for a challenge can select MADNESS or something. Just a thought!

Well, that's all I have to say about this game. Thank you very much for the entertainment! This was a great game and I really enjoyed it. :3 Sorry for the TL;DR, too. XD

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Rated 5 / 5 stars

I love the game!

excellent gameplay, awesome grapics, sweet weapons and armour but there could be more in each type. overall EXCELLENT
in no.2 there alos should be smaller yet More missions


Rated 5 / 5 stars

Madness Lover

Bravo! This game has authentic Madness feel as well as real strategy without getting too complicated. That said, the overabundance of medkits, grenades etc. in the later stage of the game takes away the danger factor and turns it into a tedious hackfest. It is officially a 'turn-based' game, which means you act with the full knowledge that once you're done you're gonna have to cringe and take blows which means your guys will be wounded/killed, and you use strategy to make sure all his guys are dead before yours! My suggestion is to put a cap (i.e max 5) on medkits and grenades. This would make the game completely dependent on the understanding and wise use of weapons, armor, AP and special abilities (armor-piercing, stun, splash damage, etc). Auto-Healing after battles is an obvious necessity. Also get rid of the Viso-Trac helmet and show all that info up front (why should you have to fight in the dark?) Can't wait for the sequel.

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Rated 5 / 5 stars

Great game

This game was fun and rather addicting. Had the most trouble with the clown boss but other than that it was great. Liked the different weapons and armors you could get which made it a little more interesting trying to build the characters the way you wanted. The ap was not a problem to me, it made it a little more challenging. I can't wait to see the next one. Maybe put a level up system and a way to buy weapons, armor, and items as well.

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Rated 5 / 5 stars


this game rocks socks off! props man!

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