Great game, although it still needs fixing.
PEFORMANCE
...is the point that needs most of the fixing. The moments with most lag are the ones you need it the least;
- during bullet time
- when an enemy locks onto you
- when you assign mercenaries to assist you in combat
I encountered less lag after I downloaded the game from
http://uploads.ungrounded.net//592000 //592473_MadnessGame_ULTIMATE.swf
and ran it from my computer using Flash Projector (download it for free from the official Adobe site) and adjusting the settings to low, but there's still a lot of lag.
Be aware that achievements won't work.
Since my CPU and physical memory are not even close to 40% when running the game on high settings in full screen, I can only assume that Flash itself and the browsers I used can't handle the game properly.
I know it's a free game, but when making a game the limits on the used tools should be taken into account as well. No offense, but since my computer seems to be fit to run this game properly, the game itself should run properly too.
Options that might be added to decrease the amount of lag;
- turn shell casings on or off
- an optional limit to the amount of shell casings and corpses on the floor
- simplify the enemy lock on (not sure if coding or animation causes the lag)
GAMEPLAY
In general I'm very content with the gameplay; it really gives you that Madness Combat feeling when playing as one of the main characters or butchering tons of enemies in general.
Nevertheless, I'm going to complain about the things that bugged me during gameplay:
Auto-dodge:
- and weapon pick up; when there is a big group in arena mode shooting at you while you have no ammo, the last thing you want is to unwillingly move up and down when you're close to a weapon that's capable of mowing down that group within seconds. A temporary increase in reach could solve this.
- and switching weapons. Maybe it's lag, but I can't switch during those dodges.
When an enemy locks on:
- pressing space bar should cut off the action you're performing, like a combo or picking up a weapon, so you can avoid getting hit.
- there should be a limit to the amount of time another enemy will lock onto you (at least not more than twice in a row without time inbetween). When you don't have squad buddies to break off their attempts you might wind up jumping around like a madman.
No customizable controls:
In the downloadable version of Madness Interactive from flecko.net you could even assign actions to pressing right mouse button and the scrollwheel (both scroll and click I believe?). Adding these options to this game would be great.
The lack of arena levels:
Because playing arena mode in another environment every once in a while will keep the game from getting old.
There is a great range of weapons and items to choose from but adding more would be great. It would be nice too if it would be possible to change the looks of the main characters as well, like an option to give Tricky his mask and Hank his Madness Apathy look.
TIPS FOR (NEW) PLAYERS:
- The armoured MAG agents can't be harmed by gunfire until you melee-attack them enough and knock their mask off. Sanford's hook is great for doing this while keeping some distance. Project Nexus can be damaged by gunfire from the start.
- When wielding the hook, aim towards the floor close to you to prevent the hook from being thrown too far away.
- In arena mode, enter the level with only one weapon and try to leave with two. Unequip one of them afterwards and repeat. In no time you'll have a nice stock of back up weapons to equip to yourself and your squad buddies.
- SPOILER: Jesus' sword can be found in level I-H: Nexus HQ. Left to the first spike room (with the sign B-1) there's a room with a terminal. In that room, between the left door and the table, there is a small square locker in the wall. It contains the sword. Great for causing damage to MAG agents when playing as Hank or Sanford.
CONCLUSION:
Great game, good enough to keep me occupied for hours, although the lag annoys the poop out of my pooper.
4.5/5