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November Update

New sprites for Noel (Phase 1)

  • Most of Noel's animations have been overhauled with full-color, hand-drawn, finished quality sprites. Some of her animations are not ready yet (mostly her normal attacks) so the rest will come in the next regular content update.
New Status Icons
  • A new set of icons appear when a player is punished or is at frame disadvantage, replacing the old programmer art.
  • There are two variants of the frame disadvantage icon. When a player is -20, more minus signs appear compared to -10. The icon also appears more reddish in color. (The old version had two variants too, but they were harder to tell apart.)
  • The new icons now appear above the characters instead of on top of them, so as to not get in the way of the action.
  • These icons now appear during replays by default. There may later be an option to toggle them on/off depending on player feedback.
Palette enhancements for Noel and Marv
  • Noel and Marv now use 10 total colors rather than 8 for their palettes, and there should be better fidelity between the defined palette colors and what is rendered in game.
  • These additional colors give better flexibility for alternate palettes, including user created custom palettes. For instance, Noel's lips used to be locked to the same color as her shirt. Now they are on different shades.
  • Most of the default palettes for Noel and Marv have been adjusted slightly to account for their access to more colors. For instance, Marv and Jayne now have green accents in their Color 6.
  • Noel has a new "armor" palette that appears for a brief instant if her Plant Armor triggers.
System changes and fixes
  • While a player is hit by Noel's rapid whip attacks, their position will jitter slightly. Additionally, the "knockdown" animation will now only trigger on the last hit.
  • Fixed an issue with Paul sometimes snapping slightly below the stage if Paul is hit during a specific frame of Paulcano.
  • Paul's back throw has been adjusted in appearance slightly. It is still somewhat of a placeholder, like other back throw animations.
  • Hit sparks have been moved forward in the sorting order so that they aren't drawn under the hit player's lineart. This behaviour may need to be revised more in the future.
  • Fixed some odd knockback effects during Noel's Fightning Flail


[ 2024-11-26 19:18:42 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

[ 6138 ]

4.33$ (83%)
6.89$ (77%)
15.00$ (50%)
16.00$ (60%)
13.57$ (15%)
52.74$ (12%)
4.19$ (16%)
10.00$ (50%)
8.55$ (57%)
6.59$ (40%)
16.99$ (15%)
8.39$ (16%)
16.52$ (17%)
1.62$ (92%)
12.59$ (16%)
49.87$ (17%)
3.49$ (30%)
13.21$ (17%)
9.00$ (80%)
5.94$ (15%)
12.74$ (15%)
45.98$ (34%)
41.49$ (17%)
25.95$ (13%)
6.30$ (65%)
21.23$ (58%)
49.49$ (10%)
16.39$ (18%)
12.42$ (17%)
19.24$ (45%)
GAMERSGATE

[ 3335 ]

3.59$ (40%)
8.0$ (60%)
7.53$ (50%)
4.75$ (76%)
5.0$ (75%)
2.1$ (70%)
7.49$ (63%)
3.0$ (70%)
3.0$ (95%)
4.0$ (90%)
10.19$ (32%)
4.95$ (67%)
7.5$ (75%)
0.75$ (85%)
27.99$ (30%)
9.99$ (50%)
10.0$ (75%)
4.25$ (83%)
1.7$ (79%)
9.99$ (50%)
15.0$ (75%)
11.99$ (40%)
1.5$ (70%)
16.0$ (60%)
2.5$ (50%)
1.0$ (80%)
14.99$ (25%)
3.33$ (76%)
7.49$ (50%)
8.0$ (60%)

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