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Nick Beardguy / Combat Log Update

Full Color Sprites for Nick

  • Almost all of Nick's animations have been revamped with finished art, except for his Air Throw related animations. Those will be finished soon.
  • The next character to get an art update will be Lewis, and we expect this will take about two months.
Balance Change: A Small Step Forward for Nick (literally)
  • Nick now steps forward 1 square when doing his A combo, instead of slipping back to his starting square. This keeps him at a desirable range after landing an A combo instead of pushing the opponent to an unfavorable distance.
  • The corner distance for Cheesy Dust Loops is checked AFTER this step, meaning that Nick can now do his enhanced A corner combo from a further distance than before. His B combo is unaffected.
New Feature: Combat Log
  • Now, whenever you pull up the clickable mouse controls (also known as the 'Strategic View') by clicking the game window during a match, a new Combat Log will appear.
  • This log contains detailed information about the inner workings of the game, and it will explain in text why a player got hit, the current frame advantage situation, how much damage was dealt, and so on.
  • All of the above can be learned without pulling up the log, but my hope is that inexperienced players to the fighting game genre can use it to better understand the game.
  • You can click to "pin" this view so it always shows up if you want a "turn based strategy" style view, or you can disable this feature entirely in the options menu for a more immersive fighting experience.
  • Currently the log requires the clickable mouse controls to be active, but the log can be toggled on or off separately. In a future patch we may decouple the log from the mouse HUD.
Improved Input Display Bar
  • The input display on the bottom of the screen is now glyph-based, to make it easier to read at a glance, and to make the layout more consistent.
  • In single player, you can now see your own input choices before locking in both actions. This information is still hidden in Versus, for obvious reasons.
Other System/Visual Changes
  • When a player is hit in the air outside of the jumping state, they will play a Juggled animation. If a player is hit on the ground despite electing to jump, they will no longer be Juggled. This is entirely a cosmetic change, and does not influence things like Noel's anti air combos.
  • Mega Knockdown is now compatible with the Game Recording Beta. We're not currently using any special API features, but you can follow the instructions in the link to make easily sharable clips of gameplay.
  • When the Guide is open, the mouse menu will be temporarily hidden so it doesn't cover up Guide elements.
  • Adjusted the shape of Player 2's mouse controls to match Player 1.
  • C attacks are now labeled "Salty" attacks in the rebinding menu, and nowhere else. (was: "Spicy")
Bug Fixes
  • Fixed Player 2 not being able to rebind gamepad controls from the Options menu.
  • Fixed Jerma appearing during some of Marv's animations after a KO.
  • Fixed the red "damage" bar not recovering in Training mode when Recover HP is enabled.
  • Fixed a bug where Faith Smasher would sometimes appear to trade with attacks, instead of winning.
  • Fixed a rare issue where certain jumping A attacks would sometimes trade "asynchronously" with other jumping attacks.
  • Fixed an issue where cutscene conversations could not be advanced by clicking the mouse.
  • Fixed a brief "jitter" that would happen when a special move name is displayed on the input display HUD.
  • Fixed a mousing issue sometimes causing the selected lesson to change when loading a Tutorial lesson.


[ 2024-08-31 15:41:15 CET ] [ Original post ]

Mega Knockdown
dhamster Developer
Counter Hit Studios Publisher
2022-07-29 Release
Game News Posts: 70
🎹🖱️Keyboard + Mouse
🎮 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
GAMEBILLET

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GAMERSGATE

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