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Impact Update Now Available!
[ 2023-09-13 14:30:43 CET ] [ Original post ]
We've overhauled the look of hit impacts, added some polish to the HUD, and made some adjustments to both the competitive balance and the new player experience. New Hit and Block Effects
- Attacks now have hitstop. (When an attack hits or is blocked, both players now 'freeze' for a few frames to emphasize the impact. Projectiles only 'freeze' the recipient.)
- When a player is hit by an attack, a hitspark particle effect is displayed. Bigger hits cause larger hitsparks.
- Blocking an attack also generates sparks. Block sparks look different depending on the frame data of the blocked attack. Blocking a slightly minus attack causes a small spark, blocking a punishable attack causes an exaggerated spark shower. Blocking "plus" attacks creates yellow-tinged sparks, to indicate that the blocker is now at a disadvantage.
- Teching a throw also causes a unique spark effect.
- The AI will now be less difficult at lower difficulty levels. It will make more mistakes, and sometimes stand still when you're playing on Easy.
- Mega Knockdown's AI is quite aggressive compared to most fighting games (except at their harder difficulties), and will quickly KO you for making a mistake. Many new players ignore what used to be the primary upside of Easy and Normal, which is that you get information about the opponent's next move. Now the AI will sometimes back off or do something sub-optimal, giving the player some room to experiment and learn. On Hard, we didn't make any changes to the AI, so it will still try to ruin your day.
- Reduced the Easy mode HP bonus from 300 to 100 to account for the easier AI.
- Difficulty is now displayed next to the current stage in Arcade mode
- PileDebunker and Fist of Euphoria are now -20 instead of -10 if they whiff just outside of range. Paulcano is now -20 if it whiffs just outside of its unsafe range.
- You still need to block to take advantage of this situation on defense. If you whiff a -10 move versus a -20 move, the difference is 'fuzzed out' and you will both return to neutral.
- Marv's Blazing Ent is now performed with Forward + B instead of Neutral + B. Previously he did not have a standard Neutral + B, which left him without a noncommital oki or space control option at range 2. This change should round out Marv's suite of zoning options.
- Marv's Blazing Ent does 50 more chip damage (now 150) to discourage players from simply walking and blocking into close range every time.
- Marv's Gravity Spike (J+A) does 50 damage (now 250) to make it more rewarding to land.
- Fightning Flurry now does 150 base damage + 100 if the follow up hits land, at any range. It used to do 200 to 250 damage, single hit, depending on range. This adjustment, which utilizes the new multi-hit system, makes Flail less rewarding on trade and (usually) more rewarding on hit.
- The mouse controls menu has a new layout designed by artist Alan McMillian.
- Fixed mouse menu buttons lighting up at inappropriate times
- The mouse menu should no longer come up if you click the out-of-focus game window to focus the game.
- Increased minimum size of input display bar so that it usually stays the same size.
- There is a new Character Select theme: BLAZING SALT by Nabil Anthony (Nabooli)
- Implemented a new music system that allows looping segments of songs.
- Fixed the "tech" sound effect sometimes not playing in sync with the visuals.
- PileDebunker no longer causes the opponent to teleport on hit.
- Fixed blocking characters appearing to shrink slightly while entering a block animation
- Fixed Paul's idle sprite sometimes flashing in place of Jerma when Jerma skins are enabled
- Fixed some parsing issues with names in replays
- Potentially fixed an issue where the arcade stage would sometimes not reset after winning arcade mode
- If you win the round on a combo starter, it will no longer continue into a combo. If you win mid-combo, you'll finish the combo normally.
- Reduced delay on anti air moves so they hit further off the ground
- Attack animations have been adjusted to have better synergy with hitstop (usually by reducing the number of 'active frames').
- When a player blocks, they no longer take on a green tint.
- Each stage's grid lines are now lighter/less opaque.
- Lewis' new draft stage shows up when player 2 is using the hand drawn art style, and the old stage shows up if using jermas. Removed the debug key binding that would toggle this stage aesthetic. Eventually both will be directly selectable in the character select menu.
- You can now select a random character in online multiplayer.
- If you lose in arcade mode and rematch, it won't replay the story scene. If you want, you can play it again by going back to character select.
- The Soundtrack's regional price has been adjusted to Valve's recommendations. This has resulted in a price increase for some currencies.
- Fixed Flaskin displaying her old name in the character bio screen
- Adjusted listed archetypes in character bios for consistency
- Optimized some scripts that handle scene changes. This might reduce load times slightly.
- The demo has been updated with current changes.
[ 2023-09-13 14:30:43 CET ] [ Original post ]
Mega Knockdown
dhamster
Developer
Counter Hit Studios
Publisher
2022-07-29
Release
Game News Posts:
70
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Positive
(25 reviews)
Public Linux Depots:
- [796.53 M]
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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