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Madness: Premeditation

rated 4.23 / 5 stars
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Puzzles - Other

Credits & Info

Sep 25, 2010 | 9:04 PM EDT

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Fragification 5 Points Kill Something with a Grenade
Pacification 5 Points Let the Creators Live!
Vermification 5 Points Defeat Agness
Blobination 25 Points Defeat Claudette
Cooptation 25 Points Unlock Complete Arsenal
Premeditation 50 Points Beat the Game

Author Comments

Thanks Newgrounds for choosing this game as the Madness Day 2010 Winner!
Update: Sept 27th 2010 - Click or press direction to skip intro & countdown - Fixed boss grenade bug & grenade replenishment bug
Update: Sept 26th 2010 - Increased Tricky's health, this will ruin previous Tricky level replays :(
Plan Hank's moves through a strange area of Nevada. Make sure to think 4th dimensionally!
Astral Projection Mode: Arrows
Shot Planning/Menus: Mouse

The sensors on level 3 remove the lasers blocking the doorway
2 handed weapons (shotgun and AK) only fire forward
Remove assigned shots by clicking on an already-placed node
Broken glass shards can interfere with your shots, so wait a while after shooting out glass to take aim again

Author Commentary:

BoMToons: This was intended for Madness Day 2010, but was slightly delayed. I had this gameplay idea while watching some Madness cartoons. It's gone through a lot of revisions based on lots of player feedback (thanks Coaly and Jacksmack!). I hope you give it a chance! There are tons of other gameplay features we wish we had time to add like smarter AI, more stealth rewards, smarter reloading constraints, more balanced guns, the ability to watch all your replays in a row, etc...maybe for a sequel? As always, it's a pleasure to work with Luis, his take on my ugly level mock-ups brought a richness and fun to the story that I never would have included. P.S. This was coded "Somewhere in Nevada" where I live!

Luis: This is a strategy/puzzle game, kinda like chess. Enjoy!



Rated 4.5 / 5 stars

First time I tried it out...

...I quit after only two levels. But once you get the hang of it, it's really a fun concept.

I guess the big problem, like many seem to have pointed out, is the first threshold of understanding the game. Alot of people are like me, if they don't understand at once they'll give up and move on to something else, which is a real shame.

I think the most important issue could be dealt with by being alot more clear of what to do. F.ex. at the Claudette boss, the side-brains do glow slightly when entering the room, but it's possibly not enough. The glow could be a little more clear, f.ex. have some "glow-shadow" going on - dunno if you know what I mean, but visually make it a little more clear.
Making things more clear could also be advantegous to have sound come along with it, sublte "beeps" when the brain-areas glow would attract the gamers attention.

Claudette is just a simple example, I think that these little things is something that alot of the stages are in need of. Point with the whole hand what to do in some areas, simply.
Another thing that could be implemented is a "hint/lazyass suckah" button. When clicked, some score-penalty could be made, and when you o"premeditate" you would not only move yourself, but you would see everything else (or a few selected things) that moves too, in a shaded visualization. Or perhaps just have a few trainee-levels with the above "real-time shaded" concept going on.

The music gets boring after a while, a simple suggestion would be to fade out and pause the music inbetween each level - or perhaps even let the music, if only one tune, consist of say 4 loops. Once one loop starts, it'll keep playing the "full song", but the entry-point would be different between each stage.

In some games you'll see the "inbetween-levels" have a short loop, some only have some background-noise. In this game I think some distant screams and "futuristic techy noises" would've made a good ambience. Perhaps some distant machine rumble or so too.

More tunes would bring diversity, of course. What happened to the boss-tune btw? :)

In conclusion:
- The game is visually great. The overall gameplay-feeling is good, but it lacks claity of what to do. There could be more work with audio, which could add alot to said clarity, it would ease the first threshold of "what the hell am I supposed to do here" feeling that alot seem to get at first.

Don't be shy to hook me up if you guys want some custom-made music&sfx and feedback from an audio-guy's point of view if there's a next project in the future! :)

People find this review helpful!
BoMToons responds:

I completely forgot about your boss track with the rush to release, I'll add it in when I get some time


Rated 4.5 / 5 stars


tricky is immposible

People find this review helpful!
BoMToons responds:

yeah, he's a little tricky :3


Rated 4.5 / 5 stars

Its a good game, but has problems.

This is a solid game, but has a few flaws. There is no way to turn down the quality, leading to problems on higher detail levels (tricky). Also, the keys tend to stick on the former levels (cant stop running). Other than that, its a great game.

BoMToons responds:

sticky keys is an internet explorer bug, google the fix or use a different browser


Rated 4.5 / 5 stars

good effort

i really like this game its a clever take on a good series, i always found the other madness games to hard because i have a laptop the only reason i gave you a nine is coz i cant beat the boss at the end..... man i suck


Rated 4.5 / 5 stars

Very impressed

Coming from someone who hates madness games AND puzzle games I was pretty shocked when I found out I liked this. It was kind of bizarre how you were just thrown right into the action though without a tutorial, which would have been nice.

But really the lack of a tutorial is all I can honestly deduct points for.

BoMToons responds:

there's a tutorial before you start, it shows all 3 steps...did you skip it?