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SHOUT OUT: Madness Retaliation 2 Delayed

2011-04-17 08:06:46 by revolverroach

Making a new post because the comments thread in the previous one is getting a bit long. So first off.

= Madness Retaliation 2 is DELAYED to MAY 1 =

My deepest apologies to the people who were upset at not seeing MR2 on Friday. My heartfelt thanks to the people who defended me on the comments thread.

Reasons for delay:
1.) My graphic artist quit at the last moment. I wish I could source this out to other people, but the graphics need to be quite specific. Basically, I'll need to do 'em all myself again.
2.) My IRL work has been very demanding. And unfortunately, IRL money is necessary to stay alive (and make games)

And as for why I'm only saying this now instead of Friday: I haven't been able to afford to pay my ISP bill. No internet means I can't post or reply. And this will hold true for the rest of MR2's dev period.

So flamers and haters feel free to torch this post's comment thread. I won't be able to read 'em 'til the end of the month anyway.

And for the fans and supporters I say:

"I see in your eyes the same fear that would take the heart of me. A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship, but it is not this day."

Hold fast friends. I will get this damn game done in time.

SHOUT OUT: Madness Retaliation 2 Delayed

SHOUT OUT: Madness Retaliation 2 Release Date!

2011-03-11 01:48:18 by revolverroach

EDIT: April 17, 2011
Madness Retaliation 2 Release Date move to May 1. Explanations in next post CLICK TO READ.


Since so many people are asking, I wanted to do a quick shout out to let you know when the next Madness Retaliation game is coming out and what new features are in store for you.

- 18 Character classes with unique skill sets!
- 4 full-sized areas to crush your enemies in!
- More Weapons!
- More Armor! (can I has gloves?)
- Explosives!
- Sniper Rifles (effin campers rejoice)
- Really big guns!
- More Exploding Clowns! (nooooo...)

and the biggest request of all

- Password System! In addition to the normal save system, you can use passwords to jump to specific points of the game. That way, even if you switch computers or your save gets screwed up, you can recover most of your progress. I know it's not the "save to NG profile" people have been asking for, but its the best I can do ATM. eff off.

When's the release date?

APRIL 15, 2011

... and now I return to my hermit cave to code for your entertainment.

Ah. So it's 1/11/2011 and the end of my vacation. I'd be sad except that I really am looking forward to immersing myself in coding for the next month.

I actually didn't plan to post on this date that everyone is making a fuss over (especially G4tv. Hope Candace Bailey turns out to be a good host. Olivia, we miss you) I end my vacation today because the work has piled up and I need to go trim it down a bit. But first...


Torchlight took the best game mechanics of Diablo and created a smooth and satisfying single player experience. I spent maybe 30% of my game arranging my inventory, transmuting gems, browsing stores and gambling for good items. Looting was a breeze, especially with the help of your pet-turned-salesman.

The skill system, is admittedly not as deep as Diablo's. But that's not necessarily a bad thing. Since the only pre-requisites for unlocking skills is character level, you don't get "locked" into a specific skill tree. This allowed me to invest singular points into skills just to see how they function. I didn't have to create multiple characters just to see what a classes ultimate spells look like.

The interface functioned extremely well, especially once my hands memorized the hotkeys. It was so smooth that I would be pulling out equip or skill menus in the middle of battle. Mechanics-wise, my only complaint is that some of the enemy hit-boxes were off. I found myself relying on shift-clicking (hold position attack), even for my Destroyer who is a melee fighter.

I did a complete run with a Vanquisher and played through half as Destroyer and Alchemist. However, the flat storyline gave me no compelling reason to keep playing. To be specific, the lack of a worthy enemy kept me from feeling that i was on a grand quest. I felt more like an exterminator than an adventurer.

In Torchlight, the primary quest is to go deep into a dungeon to find the source of corruption. Fair enough. Eventually you learn that its being caused by an ancient and powerful evil. Good, good. And the evil is manifesting in an old man who, at the end of each area, throws a boss at you... Wait, what? That's my big bad guy? Oh wait, there's a giant demon at the end. Ok, phew. That's more like it. But still, I spent 75% of my game thinking that my main antagonist was a weak looking old man. I know that a greater evil had been hinted at in the narratives, but because you never see him, he makes no impression.

Let's compare it to Diablo II. You follow a cloaked man who leaves a taint of evil in his wake. You see clips of him in a tavern massacre. You see him fight a sword-wielding angel with nothing but his fists. And win. You see his transformation, his ascension as Diablo, Lord of Flames.

There was something special in the way that the storyline of Diablo II unfolded that made you eager to see more. Between the cinematics and the dialog between you and the townspeople, a picture of a world on the brink of destruction was painted in my mind, and I felt the need to see it through.

Another gripe: Torchlight had a voice-over narrative as you entered each area, but it was never enough to really get you into the game. It didn't help that the background during the narrative was a picture of a book, the supposed journal that the text was being read from. There were no cinematics, not even a "puppet show" to help illustrate the situation. I would've settled for roving-cam footage of the area.

Overall, Torchlight is a solid game that is worth a try. But apart from mods, I see no reason to play through it more than once.

I hit a mental wall while developing Madness Retaliation 2. Usually when this happens, I go play some videogames. StarCraft 2 would've been my first choice, but my install broke while patching. It frustrated me so much that I uninstalled the damned thing. It'll be a while before I plug back into it seeing as my laptop's DVD drive is broken.

So then I decided to play something a friend recommended: Torchlight. I'd heard a little about this game. I know I'm ages late playing it, but at least it's a fairly recent title. Otherwise I'd be playing "Zelda: A Link to the Past" again.

Feature-wise, Torchlight is more stream-lined than Diablo 2.
-The dungeons are more linear, saving you exploration time.
-The pet allows for selling items without leaving the dungeon so that you sustain your immersion.
-Item costs at shops are affordable (at least for the first 50 levels)
-The inventory system is greatly simplified, which I like. I hated inventory management in D2. I spent about 30% of my play time organizing my stash and pack. Confounded OCD.
-The Shift+click mechanic makes moving items much faster. Right-clicking to equip an item was also a nice touch.
-The minimalist interface was easy to pick up despite the fact that I had not played D2 in years.
-Picking up items was a breeze. Alt+clickclickclickclick. It's not quite as easy as Dungeon Seige's automated item pick-up, but I've no real gripes with that. Also, I hated Dungeon Seige.

One of the major features of Torchlight is that Skills have no prerequisites (apart from Level) which allows you to experiment with builds. This is a stark contrast to Diablo 2's Skill Tree system which restricted you to certain paths. While every Diablo, WoW, and DotA player knows that investing heavily into a small number of skills is the best way to play, having the chance to play with the other spells is a great thing to have. Otherwise, you'd never get to see the fancy animations and visual effects that the game has to offer.

And yet in my eyes, Torchlight still pales in comparison to Diablo 2. And it is all because Torchlight falters in a single category: Story.

...more on that in the next post. I've got to finish my Vanquisher's Normal run.

Madness Retaliation FAQ

2010-10-31 17:18:59 by revolverroach

This is a post to answer the questions people are constantly asking. I'm flattered by the attention but unfortunately I can't keep up with the reviews, PMs and emails. I hope this answers most of your questions.

Q: My save disappeared/changed!!! Where'd it go?
A: I will reiterate: SAVES are only on your CURRENT PC. If you switch between two comps (e.g. laptop-desktop, or home PC- work PC) then each comp will have a different save. Also check that your browser's version of FlashPlayer is up-to-date. There are also some cases where your Flash plug-in or browser settings prevent save. I think about 90% of players have functioning saves.

Q: Where is the X# keycard?!?
A: Look at the GUIDE. It's in there. There are even labeled maps that tell you EXACTLY what room it is in.

Q: Where can I find the X equipment?
A: I'm not telling. Finding good gear is part of the challenge. (although I think i tipped off a few in the review comments :P )

Q: Why are there two CQB's?
A: Because they are the most useful. The rooms are rather small so most fighting happens at pistol or melee range. This is especially true when you enter a room vertically and have enemies on either side.

Q: Why is the Assault guy so useless?
A: Because you're not using him properly. I found that most people just equip him with two SMG's and forget that he can use Pistols. Pistols are good in this game.

Q: Why no level-up system?
A: Because this is a strategy game. Think of chess. There is no level-up system in chess (apart from queening a pawn) I want players to learn to analyze the situation and use limited resources to win the battle.

Besides, if you strip it down, the basics of levelling-up is
- "You fight enemies - - -> to become stronger."
In this game, I just tweaked it to...
- "You fight enemies - - -> to reach rooms with equipment that make you stronger."

Best part of equipment is that you can pass it around between team members. You're not stuck with spending skill points on an ability that will later become obsolete.

Q: Will there be medals?
A: Yes but they are awaiting approval from the Newgrounds admin. Just be patient.

Q: Will there be a sequel? When will it come out?
A: Yes. But only one. It will come out in 2-3 months. I do have a day job.

Q: Will you put an auto-save system?
A: No because I abhor auto-saves. It makes gamers lazy. I was actually NOT going to put a "Restart from Last Cleared Room" option to punish people who don't save. But then I realized that saving data in Flash a bit unstable, so I decided to be a little more forgiving.

Q: Why do my weapons disappear and become zombie hands when I re-spawn?
A: It's a bug that I have tried again and again to fix. Loading usually solves this problem (assuming that you were smart enough to save your game)

Q: Why is the tower so hard/impossible/stupid?
A: Because you're not using your noggin. Even if you don't use the graffiti clue, you could still solve the tower by process of elimination. If you take the time to write down on paper where each door goes, you can solve the tower in 15 minutes or less. It boggles my mind that people spend hours wandering around the tower.

Q: Why is the P.I.D. so random? It's almost useless in battle!
A: Because it's main purpose is to revive your guys in the middle of battle (as opposed to after). The battle effects are just for fun.

Q: Why is the last battle so hard?!
A: Analyze your opponents and watch how they respond to your attacks. Don't click blindly. This is the culmination of all the strategy you have learned.

Q: Why is the last battle so easy?!
A: Because you've already grasped the techniques needed to win this game. You've probably also found the strongest equipment. Your reward for loot hunting as an easier boss fight. Congratulations!

Madness Retaliation *Guide - Table of Contents*

2010-10-28 18:50:22 by revolverroach

This is a rough guide to Madness Retaliation detailing how to get all the necessary keycards and beat the game. It will mention some secrets and ideal weapons, but NOT the location of EVERY thing

Table of Contents
Keycard 1
Keycard 2
- Important Items afterKey2
Keycard 3
Keycard 4

Auditor's Tower SolutionBeating the Final Battle

If you have a more general question, try looking at the...
Game FAQ *NEW*

Beating the Final Battle

2010-10-28 18:42:16 by revolverroach

The difficulty of this battle depends largely on what gear you've found. For example, the people who've found the Hank Gear Set had an easy time. Some people even used the Clown Mask to suicide bomb into the enemy. There's a ton of ways you can finish this battle so in this guide I'll just outline what enemies you go up against and suggest some ways to deal with them.

- Your guys will probably DIE a LOT. Having a charged PID is important. If you're fighting the SAUCY's and your guy with the matching gun is killed, no PID means no resurrect means you are SCREWED. This is not a glitch. This is you going into a battle unprepared.

This is a multi-phase battle so I'll split it into waves.

WAVE 1 - Ambush!
4 Super 1337s - 2 on left have SAWN-OFF shotguns and 2 on right have DESERT EAGLES
2 ATP's with Steyr AUGs
- This is an ambush. The enemy gets to attack you first and you have no time to defend, reposition or use grenades.
- To survive this, have your 1st guy (CQB) and your last guy (Heavy) with high ArmorClass equipment. The Assault Armor set and the ATP Armor set are easy to find armors that have high AC.
- If you've survived the attack, just go kill them. If you've gotten this far, you've defeated stronger enemies.

WAVE 2 - MAG 1337s
4 MAG 1337s - 2 on left have SAWN-OFF shotguns and 2 on right have DESERT EAGLES
2 ATP's with Steyr AUGs
- The auditor revives his ambush party but MAGnifies the 1337's giving them double HP. But overall it's the same as before, just with more HP.

2 Saucys, 1 on each side
- The auditor tries to nuke you but instead unleashes 2 Saucys on you. This is the first encounter with this enemy type (you can find the Saucy Gear before the battle though)
- Saucys are mimics. The weapons they have are always a weapon that one of your guys have.
- A Saucy can only be hurt by the weapon he's holding.
- When Saucy gets hurt, he'll sometime change his weapon.
- Saucy is immune to Flashbangs
- All you have to do is look at Saucy's weapon, find your character with the same weapon and attack with it. If you run out of AP, throw a smoke grenade and wait for your next turn.
- This is much easier if two or more of your guys have the same weapon (ex. Assault and Heavy both have AUGs)

WAVE 4 - Full Attack Force
2 Saucys
2 Super 1337s with SAWN-OFFs
2 ATP's with AUGs
1 MAG Zombie in Assault Armor
1 Disco Clown
- At the start of the fight, the Auditor will hit you with a smoke bomb. Since you likely won't hit anything, move your heaviest armored guy forward, throw a flashbang and end your turn. The only ones who'll be able to attack you are the Saucys.
- If you survive that enemy turn, you'll have pretty much full control of the rest of this wave. Just shoot, grenade, shoot through turns.

WAVE 5 - Final - The Clones
1 Deimos Clone with BREN gun
1 Sanford Clone with Hook
1 Hank Clone with Katana
- Deimos should be your first target. If you look closely, he throws a Smoke Grenade at the start of each of your turns. Deimos has the lowest HP of the 3 and is also vulnerable to flasbangs.

- Sanford should be your next target. He has lower HP than Hank and also has the annoying ability to hook people (moves his target 2 tiles closer to him)

- Hank can deflect attacks, both melee and ranged. He also has a lot of HP. He's your last target. Hank is tough but you can beat him.
- Position your guys so that your guy with the highest armorclass is closest to Hank. Everyone else should move as far as possible while still withing shot range.
- As you attack hank and he deflects, watch your team's HP. Whenever they're low, use a medkit.
- When it's Hank's turn, he'll attack the guy closest. With smoke and armor, he shouldn't be able to do much damage.
- Just keep bashing away at hank and you're done!

Madness Retaliation *Auditor's Tower Solution*

2010-10-28 17:48:29 by revolverroach

The Tower is a maze. You'll notice that moving won't always take you to the next room. Some rooms loop back and some are dead ends. Here's how to solve it.

Once you enter the tower, wander around a bit until you find a room with graffiti all over the walls. You'll see these letters all over.

" D R D U U L D B B B"

Each letter stands for a direction. The first 7 are simple enough.

- Down
- Right
- Down
- Up
- Up
- Left
- Down

Starting from the graffiti room, go down and the follow the rest of the directions. When you make the last "Down" this is where things get trickier.

If you're observant, you'll notice that although you exited Down, you enter the next room from the Left, instead of from the portal. This is important because the last 3 letters of the clue: BBB means...

- Back
- Back
- Back

Many people who figure out the "Back" part make the mistake of going UP wen they really should be going LEFT. You entered from the left. So go BACK. Do the same for the next 2 rooms. Just go BACK through the direction which you entered.

If you still don't get it, first feel shame. You're not trying hard enough.

Feel it? Do you feel shame? Do you feel the rage of a thousand gamers shouting their fury at your feeble attempt?

Fine then... here's a simpler solution. Starting from the graffiti room...

- Down
- Right
- Down
- Up
- Up
- Left
- Down


Finally, you'll end up in the Auditor's office. There's a locker there and once you open it, the final battle begins.

Next: Beating the Final Battle

NOTE: The image guide for the tower solution is over the limit of the Newgrounds newspost. So instead, you can find it here Auditor Tower Solution (visual)

Madness Retaliation *Keycard 4 Guide*

2010-10-28 17:29:36 by revolverroach


** A floor down from the Keycard 3 room is a Level 3 locked door. Go through that and you'll find a ZOMBIE MASK as well as a portal that will lead to the ZOMBIE UNDERGROUND area. You can use this as a shortcut. Be aware that the portal is guarded by a big group of zombies. You can also find the AUTO-SHOTGUN through this portal.

- From the Keycard 3 room, go right until the elevator, down, left until another elevator, up, left until elevator, then up again. You should end up in the room where you were blocked by the Level 3 Door. Refer to the image attached to this post if it gets confusing.
- Unlock the door and you're on your way to Club M. You'll be fighting a mix of 1337 agents and a new type of enemy: Clowns.

- There are 3 types of Clowns.
- Saucy Clowns : wears a fancy suit and carries an axe. This Clown explodes upon death dealing 32 damage (unblockable). The blast range is 2 tiles horizontal/vertical, and 1 tile diagonally. Think of a diamond shape. The saucy clown also has a LOT of AP and should be killed immediately. It has 0 armor so use your highest damage weapons.
- Zombie Clown : wears bloody rags and has zombie hands. This Clown explodes too with the same blast range as the Saucy Clown. If one of your guys is hit, he takes 16 damage (unblockable). If the explosion hits the Clown's ally, that ally will be Zombified. It loses its weapons but its life is doubled. The Zombie Clown has less HP and can be used strategically to nullify Saucy Clowns. Why? Because a zombified Saucy clown will no longer explode.
- Disco Clown : wears a White 1337 Suit and carries a Desert Eagle. Probably the least dangerous clown. However, when he dies, he explodes like a flashbang. The effect hits all of your guys and has a chance to STUN them.

- The path is pretty straight-forward. From the Level 3 door, keep going left until an elevator, then go down.
- Then, keep going left past the rooms with giant sound speakers until you see an elevator and go down again.
- Go right past the room with the glass tables until you see another elevator then go down again.
- If you did that right, you'll be in a dark area and the disco music will be gone. Next, go left.
- Keep going left and you'll eventually run into Tricky, the big boss of all the clowns. This is a tough battle. Make sure to have plenty grenades, especially Flash Bangs.

- Tricky has set of body guards. It's best to get rid of them first.
- Tricky has two weapons, the WARNING SIGN and the M60 rifle. He can also jump to get in range for an attack.
- If you hurt Tricky enough, he'll get pissed at the attacker and run him over with a train. This won't do damage but it will make Tricky and your guy switch places. The train also leaves a trail of smoke, making it hard for you to hit.
- Tricky's real life bar is represented on the big Screen in the background. Whenever Tricky uses the train, his energy goes down. To defeat him, you have to lower the energy to 0.
- When you hurt Tricky with a gun, he'll just "LOL" at you. If you hit him with a melee attack, he says something else. ;)
- Tricky will sometimes bring clowns with him after his Train attack. At first it's just two, but as he loses energy, he'll bring more clowns in. These clowns are extra-unstable and will explode at the end of the enemy turn.
- BTW. Tricky is immune to Clown explosions.

- After you kill Tricky's bodyguards, it becomes an endurance match. Equip your guys with APGain+ gear. You'll need the extra AP to reposition your guys once Tricky starts going ballistic.
- Flashbangs will make sure Tricky doesn't get to attack.
- What you have to worry about are the exploding clowns. After Tricky smokes the place up, just move all your guys as far away as possible then use a Flashbang to stun the clowns.
- If you survive the enemy turn, attack Tricky again. When he uses his Train attack, run away and flashbang. Rinse and repeat until Tricky is dead.
- If you took the time to get SANFORD'S HOOK, this fight is much easier.
- Bigger guns don't necessarily mean bigger damage. Tricky is pretty good at taking bullets.

- After you've beat tricky, you receive the PID. Careful, using it will warp you to a random part of the building.
- From Tricky's room, go left. You'll find a locker containing the Level 4 Keycard. Now you can enter the Auditor's Tower.

Next: Auditor's Tower Solution

Madness Retaliation *Keycard 4 Guide*

Madness Retaliation *Keycard 3 Guide*

2010-10-28 16:18:12 by revolverroach


- Once you're at the ground floor, keep going right until you reached the Level 2 Locked door
- After the door, keep going right. You'll battle your first ATP agent.

- ATP are more skilled and have more attacks than normal and 1337 enemies. Their HP and ArmorClass varies depending on what armor they're wearing. Using the TAC MASK will help a lot when you're formulating your battle strategy. Be prepared to use Grenades a lot.
- ATP agents sometimes drop grenades and medkits. You'll need these.
- ATP agents have a wide variety of weapons. Try to kill the ones with the strongest weapons first.
- Sometimes it's better to kill a lot of low HP agents than to focus all your attacks on a single high HP agent.
- ARMOR PIERCING weapons like the S&W500, AUG, and 316 Sword are essential in these battles.

- After your first ATP battle, keep going right until you reach an elevator.
- Go down one level. There is a breakable wall to the right. If you go right, there's a big group of ATP agents. You might want to postpone that fight until you get more grenades. But if you do, the room after the ATP group has a locker containing the CAMO+AMMO armor (+2 AP) and the JHP AMMO UPGRADE that gives your SMGs a small damage boost and a 50% stun chance.
- After that, go down another level and go left. There'll be an elevator and another breakable wall to the left. The breakable wall leads to a series of rooms with a group of ATP's and a locker containing the WHITE 1337 SUIT and GLOWING 1337 SHADES.
- After getting the WHITE 1337 equipment, go back to the room where you broke the left wall. Take the elevator down.
- Just keep going through the rooms heading left (no intersections for a while)
- When you find yourself blocked by a Level 3 locked door, go back one room to the elevator and go down.
- Next, go right until you reach another elevator. Go down once.
- You'll be in a dark room with an exit to the right. There's a breakable wall on the left that leads to the SUPER MEDKIT UPGRADE (medkits heal 16 HP). You can also go down to find the ATP Armor. These items are guarded by lots of ATP's
- After getting whatever items you need, go back to elevator and head right. You should find yourself in a room with ATP cloning vats in the background.
- Keep going right until you reach another elevator. Go up.
- There'll be another breakable wall to your right if you want to explore that. Otherwise head left.
- You'll hit a dead-end that looks like a prison with destroyed bars and blood all over. There's a locker there containing the Level 3 Keycard. WARNING!!! You will be ambushed by 4 MAG Zombies if you take the keycard. No way to avoid this.

- First thing you'll notice is you're at an awkward position with your team split apart and enemies on both sides.
- The MAG Zombies have a lot of HP, but they do the same damage that a normal zombie does.
- Concentrate your fire on one zombie at a time. It'll take a few turns to kill them, so use those grenades to stay alive.
- Once you kill all the zombies, you can walk away with the Level 3 Keycard.

Next: Keycard 4 Guide


Madness Retaliation *Keycard 3 Guide*