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Iron Otaku Update (Version 0.946)

This patch represents a continuation of our efforts to improve the visuals of the game, and some helpful improvements on the technical side. About one year ago we started collaborating with an illustrator, and the game has come a very long way since then. Updated Visuals For Billy

  • Nearly all of Billy's animations have been upgraded with more finished sprites as part of our ongoing efforts to improve the game's art.
  • Billy has a redesigned air throw that slams the opponent into the ground. His air throw no longer causes push, so the opponent is left knocked down and adjacent to Billy. Jerma Billy also has a new air throw animation.
  • The "fling" at the end of Billy's ground throws no longer shows a hitspark or generates hitstop, and sounds more like a fling than a hit. It still technically does damage.
  • Many of Billy's sprite pivot positions have been adjusted to be in line with other characters. He will appear slightly taller as a result.
  • Billy's normal ground throw brings the opponent lower while he breaks them over his knee.
  • The hitspark for Billy's normal ground throw is now lower so it does not obscure his face.
Training Mode Improvements
  • You can now reset training mode to a corner position (hold forward or back while pressing restart in training)
  • You can now change the AI difficulty in training mode
  • The default dummy behavior is now repeat custom, with "Dummy" as the action.
  • In training mode the AI can now do "Dummy" + a direction to walk without blocking or attacking, or "Dummy" + jump to jump in place without attacking. "Dummy" + "Neutral" is the training dummy's default state (dummy stands and doesn't block).
Performance Improvements
  • Cleaned up several old and unused sprites from the sprite atlas, freeing up ~100MB of size from the game's install footprint. This should speed up load times and reduce memory usage.
Balance and System Changes
  • If a player is combo'd into Noel's vine and they are too close to be damaged by the vine, they now take an extra 100 damage (as opposed to 300 for a direct hit).
  • Marv Vapor Strike can now be damaged by a vine at the right spacing.
  • If Marv uses Tornado Blitz on wakeup, it can now hit two spaces in front of Marv, to match the animation. This change applies to Jerma Marv too.
New Stage: Sensei Bob's Dojo
  • Shotokan Artist Paul earned his yellow belt in karate from Sensei Bob in this quiet strip-mall dojo. It is now the game's training and tutorial mode stage, replacing the desert.
  • All stage grid lines are now more transparent when the square is unoccupied, they are down to 15% opacity (previously 35%). This is so that they will not clash as much the art of our hand drawn backgrounds.
Other Changes
  • Paulcano now appears to travel a shorter distance horizontally. Its range is unchanged.
  • The Reset button has been removed. This was an alpha feature that would let you keep playing if you encountered a softlock. Frankly it hasn't been needed for awhile. You can now bind stuff to the "B" and "V" keys, if you want.
  • Updated some text in Noel and Marv's command lists to align with the characters' new art.
  • BLAZING SALT, the character select theme, has been added to the soundtrack, for those who own it.
Bug Fixes
  • Fixed a bug where Noel's fighting flurry would do no damage if a vine absorbed a fireball on the same turn.
  • Fixed an issue involving switching training dummy states during a punish. Now the dummy cancels their punish in this situation.
  • Fixed some odd visuals related to delay and fireballs
  • Fixed an issue where the wrong category of controls would sometimes appear in the rebinding menu
  • Fixed some inconsistent pushing behavior for moves like Fist of Euphoria and Fightning Flail
  • Fixed issue where lewis would appear to teleport if he uses his slide on wakeup and is hit out of it
  • Fixed wrong command sometimes showing up for Blazing Ent in the command list and other places
  • Fixed an rare bug involving certain side switching moves behaving oddly during a trade
  • Adjusted position of guide text in character select to be more consistent at different resolutions
  • Fixed issue where character archetype labels in character select would sometimes be cut off on the Steam Deck
  • Removed a blue stripe on the main menu at the Steam Deck's default aspect ratio
  • Fixed issue involving online replays that would occur if a player handle contained a period
  • Fixed issue involving hitsparks getting knocked out of place by some moves.


[ 2023-10-23 17:00:45 CET ] [ Original post ]



Mega Knockdown
dhamster
  • Developer

  • Counter Hit Studios
  • Publisher

  • 2022-07-29
  • Release

  • Indie Strategy Singleplayer Multiplayer EA
  • Tags

  • Game News Posts 68  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Positive

    (25 reviews)


  • Review Score

  • https://megaknockdown.com/
  • Website

  • https://store.steampowered.com/app/1492750 
  • Steam Store



  • [796.53 M]

  • Public Linux depots

  • 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
    GAMEBILLET

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