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Madness Retaliation

rated 4.47 / 5 stars
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Strategy - Other

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Credits & Info

Oct 25, 2010 | 2:27 AM EDT
  • Frontpaged October 26, 2010
  • 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

a tip for those who cant figure out saucy

in order to kill the saucy enemies, you have to attack them with the same weapon that they currently have equipped

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Rated 4.5 / 5 stars

really good game.

maybe I'll repeat things that already have been said, nevertheless, I'm willing to give my opinion.

it is a really good game, but I have to agree with a few things that had been said many times, and that is the following.

1. more equipment slots for weapons and armor.
2. perhaps have one or two the ability to dual wield short-range melee, pistols or SMG's with the secundary weapon doing half damage.
3. let the characters start with a little more than 8 health if they would all be without armor.
4. some more loot from the lockers, but that might already happen if you take more equipment slots or dual wield.

those bosses were hard, but not unbeatable, so that's a real plus to me. and they are also in line of the story. and if you wonder about those "unbeatable guys" in the end. those are actually a lot easier to kill than it seems. mostly they would say things like "whatever". but you can hit them if you attack them with the same gun that they use.

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Rated 4.5 / 5 stars

fun game but...

i gave it a 9 because most times when i throw a flash the game freezes and its a pain cause theres no autosave. Other than that great strategy game


Rated 3.5 / 5 stars

Nice concept

But i say start them out with a little more health, More items to pick up, and more clothing options such as gloves,shoes that sort of thing to get some extra abilities at a price of losing maybe some AP or HP.

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Rated 4 / 5 stars

Pretty cool game, but.

I really do like the game, the only thing I cant stand is those damned exploding clowns. Also, some of my weapons seem to have... dissapeared. While facing the clown one of my CQB's had Sanfords Hook equipped and when I was defeated (Those damned exploding clowns again) it was unequiped, said I had 0 stock of them, and I had the zombie hands equipped. Which I dont have, I dont even know if you can get em cause there was no in for them. It was just a blank screen with AP:2 DAM: 2. It just hapened to me again with The S&W 500 and the Bren gun and now I dont have them after reloading my game. Maybe its just when you get your ass kicked by the clown but I definately kinda want my weapons back ;.;

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