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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 4 / 5 stars

This game is stellar.

I liked the turn-based style of course or else this never would have gone above a 5, the animation and the artwork is incredible and stylistic. There's a firm and tense atmosphere as the game passes along, and this definitely felt like a Madness Combat work just of course with gameplay. It's a very nice attempt, however, I personally find the flow of the game to be a little too monotonous. I'm only on like the "second floor" right now - almost all of my characters have SMGs and 1 with a Shotgun, but I'm getting tired of backtracking and being forced to slaughter this many enemies in a row.

Now sure, that's MC as well as typical RPGfare, but there's literally nothing to gain for it except the chance for one of my characters to die on the small chance an enemy will block an attack and an SMGer will strike. I'm backtracking around to use this LVL1 key and yet I have to continue cutting through wave after wave of fodder. This may have just been done for style since Hank/cast typically have to do the same thing, but it's a point I bring up because it makes the game sluggish and a bit tedious after awhile.

The game isn't too hard as long as you pace yourself and *spoiler?* I always find myself grinning a bit when I see the dead characters get revived. I keep thinking that in one of the rooms the revive will be turned off so it'll be like a survival gauntlet/chamber.

All in all it's fun if you're an MC fan and I'm glad you included a direct storyline from the beginning (unlike another flash RPG series I could name). But yeah, including those medals, more unlockables, weapons, maybe adding ammunition? Perhaps super special item bonuses, maybe the ability to block or flee from a battle, or tackle an enemy, something more than just shooting and checking back and forth. I see you were tryying for the "kill team" dynamic - that definitely works, I just wish there was more "teamwork" implications other than just "they kill enemies simultaneously", like how Deimos and Sanford how to fix each other up and (although you did include it) wore different clothing.

I give this an 8/10 for a fun turn-based experience, not the greatest I've ever seen but it keeps the action streamlined and simple. It could use some catalysts like maybe in-game cutscenes or special moves or some unique attribute you'd expect from Madness Combat, item pick-up descriptions are funny as hell. I'd love to see some cameos from actual MC cast (of course I haven't beaten the game yet, yes I know they are on posters, but maybe a secret Hank boss ((MONSTER HANK)) or maybe after beating the game you could "recruit" Sanford or Deimos to your party, something like that.

This should totally have a sequel. A great one! Please make on!

People find this review helpful!


Rated 5 / 5 stars

this game

all i can say is...amazing.


Rated 5 / 5 stars

A Great Game

Let me say this right now, I hate games with this sort of style... But this is pretty good. It's challenging, fun, and makes you feel like beating it. I probably have been playing through this thing for a 3 hours.
The only downside is that the maze is somewhat confusing...


Rated 4.5 / 5 stars

Great Game

It's rare a flash game has this kind of tactical combat system, it is very well made and balanced. Well... at least until you find the improbability drive... then it becomes way too easy. But still, very enjoyable game. 9/10


Rated 4.5 / 5 stars

Great feel and style.

The game is well made and has already become a classic. I only have three problems. 1-The annoying trips around when the player lacks the pid. 2-The repetative nature of the prep for clown. a shop and cash addition may add to it. 3-The maze is impossible and not enough clue to what B is exists anywhere. Other than that this game almost merits a tank award.