Mega Knockdown
dhamster Developer
Counter Hit Studios Publisher
2022-07-29 Release
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive
(27 reviews)
Major Art Update Available Now!Mega Knockdown is getting a major graphical face-lift, and this is just the beginning! More visual updates to come throughout Early Access.
A New Hand-Drawn Art Style!
- Paul, Billy, Lewis, Nick and Noel are now animated in-game with hundreds of character sprites hand-illustrated by artist Alan McMillian.
- Sprites for Marv will be added in the next regular update.
- Players can choose between the new art style and the old ones ('Green Screen Jeremy' and 'Abstract') in character select.
- Work on these hand-drawn sprites and animations is ongoing, and fully finishing them will take some time. There will be regular updates to further improve and polish the game's graphics.
New Comic-Style Story UI
- In the Arcade story mode, the old dialogue windows have been replaced with speech bubbles, flanked with large character illustrations.
- Added a camera zoom effect to the transition between dialogue and gameplay.
- Endings have not been significantly updated yet. We plan to replace these with new illustrations (and in some cases, expanded dialogue) in a future update.
Other Visual Improvements
- Main menu screen has been overhauled with new key art.
- The 'side switch' effect has been improved to look more natural.
- Chip damage now displays instantly, instead of after a delay.
- Wakeup animations now take 20 frames to complete, so they are easier to see. This is not a balance change, as the frame advantage of a knockdown is still +10 (the attacker is now delayed slightly during the opponent's wakeup).
- Character sprites can no longer block the input display at the bottom of the screen.
- If a character is hit or grabbed, their sprite will now (usually) be drawn behind the opponent's.
- The 'frame disadvantage' (clock) icons now have outlines for better readability against different colored sprites.
- The hitbox grid is now a little more transparent.
Tutorial and Training Modes
- Paul is now the player character for the tutorial, and Nick is his opponent.
- If a player hasn't done any tutorial missions and hasn't selected a difficulty, the game will default to Easy. Otherwise it will default to Normal mode.
- In training mode, displayed damage numbers have been multiplied by 100. Training mode now displays correct damage values for moves with (previously) fractional amounts of damage.
Audio
- Lewis has a new music theme by @DankPasta2099.
- Dialogue sounds now vary in pitch slightly from word to word.
Gameplay and Balance
- The damage of Billy's normal throw has increased.
- Billy's normal Sweep (forward/back+C) is now the same speed as other sweeps (effectively 40f), but is still armored. His Sweep now does 250 damage (down from 350). This move should now be much more useful in Neutral,
- Air throws and PileDebunker now send the opponent 2 squares away (up from 1).
Online
- When playing online, you should now be able to see if the opponent has locked in their moves, if you are still choosing yours.
- Art Style toggle is now a drop down with 3 options: Default (hand-drawn), Abstract, or Greenscreen.
Interface
- The game should now be able to map buttons to "unknown controllers" not in its hardware database.
- As a debug option, you can now hold L1 for 2 seconds in the main menu to reset all your gamepad bindings. This may be useful if there is a problem with the bindings that you have set.
- Changed the execution order of the input system to (hopefully) counter possible issues caused by Steam modifying which controllers are 'seen" by the game
Bug Fixes
- Hit-detection is now more consistent versus jumping attacks.
- Fixed issue where sometimes characters would appear to teleport if they attempted to backflip after whiffing an air throw.
- Fixed issue where hitting a throwing player with a dragon punch would de-stabliize the game state.
- Fixed issue where throw animations would sometimes not display properly against a waking-up player.
- Fixed an issue where N+A would sometime beat N+Throw if the throwing player was -20. Some competitive players actually liked this quirk, so this may later be added back in as a feature, not a bug.
Demo Updates
- Demo updated with all the recent changes to the main game, except Online Lobbies, which requires the full game.
- Paul and Nick are now the two characters playable in the Demo (previously Paul and Marv).
Miscellaneous
- The character previously named Dr. Flatskin is now Dr. Flaskin. She now goes by her first name (Noel) in-game.
- The game's credits have been updated.
- When playing with time controls, you should now have an extra second to act on your first turn.
[ 2023-01-27 03:01:52 CET ] [ Original post ] The 2D Fighting Game With a Twist: It's Turn-Based!

Mega Knockdown's
simultaneous turn-based gameplay system makes it a
unique, beginner-friendly fighting game experience that is easy to learn, but hard to master.
Fighting game veterans and newbies alike can jump right in to advanced level mindgames without spending a lot of time learning execution or complex inputs.
Learn fighting games, or teach them to your friends!Gameplay Highlights- Simple controls with no timing requirement
- Experience classic fighting game archetypes: the fireball-throwing martial artist, the grappler, the long-limbed poke specialist, and more!
- Jockey for position and weave in and out of range of attacks. Are you a true master of fighting game footsies? Prove it!
- Get the upper hand on your opponents with a knockdown, and press the advantage with a 'meaty attack' on their wakeup!
- Enrage and astound your friends with a well placed 'tick throw'!
- Express yourself! Do you carefully block and punish your way to victory, or do you assert dominance with a wild and aggressive gameplan?
How does it work?
Each turn, players choose a combat action and a movement action in secret. Then, both players' actions resolve simultaneously over the course of a few seconds. Predicting the opponent's actions and choosing the right counterplay is the key to victory.
The basic actions are
attacks,
blocks and
throws:

- Attacks can beat out other moves through superior range or speed. Some attacks also knock players down, restricting that player's movement and slowing their attacks next turn. This emulates the "wakeup game" seen in most fighting games.
- Blocking prevents damage from attacks, and usually puts the defender at an advantage next turn, or grants a free counter-attack ("punish") against the opponent.
- Throws can break an opponent's guard, but have short range.
The game's six characters also have unique special moves which change how they play the game.

Want to give it a try? Scroll up to check out the free demo!
Modes and Features:
- Arcade Mode (with story scenes)
- Local Versus
- Online Versus (via Steam Remote Play)
- Interactive Tutorial
- Survival Mode
- Blitz speed variants
- Training Mode with frame data display
- Controller Support
- Accessible difficulty settings
- 6 Playable Characters
- 2 Selectable Art Styles
Fun fact: Mega Knockdown was originally developed as a card game for the 2017 season of the CUDO Plays design competition.MINIMAL SETUP- OS: Linux
- Processor: Intel i5-6300HQMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel(R) HD Graphics 530
- Storage: 300 MB available space
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FANATICAL BUNDLES

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