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February Update
[ 2025-02-10 20:49:37 CET ] [ Original post ]
This update includes several UI improvements and quality-of-life features. Our next update is likely to include finished quality animations for Marv. (Cover image is by our artist Alan, of course). Brazillian Portuguese Support!
- Nearly all text in the game (anc achievements) has been translated to Brazillian Portuguese thanks to hard work by community member Stealph. You can switch languages in the main menu or in Options.
- If you encounter an issue with the translation, you can press F8 to report it.
- If you are bilingual and want to help translate the game into your native language, join the official Discord to learn more.
- The default button in Online mode is now "Find Match," which lets you wait for players while playing other game modes.
- If enough other players are online when you're in the Main Menu, but no lobbies are open, the game will suggest you "Queue Up" and start searching for games. Currently this will trigger if 2+ people are online I may adjust this number upward. (I, the dev, am frequently flagged as in-game while testing the game in the Unity Editor, and I might not see your lobby when I'm doing that)
- If a lobby IS open, you will see the "Jump In!" icon instead, like in the last patch.
- We hope these additions will make it easier to find games organically. You can always hop in Discord as well.
- In you turn off a replay's Autoplay, bring up the Strategic View and start clicking input buttons, you can override a player's actions in the replay.
- This is currently doable with mouse/touch input only. If this feature is popular we can find some way to do takeover with other input methods, such as by holding another button down.
- This feature started out as a bug, originally, but it was cleaned up to behave more consistently.
- Across game ALL modes, the pause and end-of-round menus have been overhauled completely to use a more modular and flexible navigation system, similar to the other, newer menus in the game.
- This new system should behave more consistently in general, allows for me to more easily add options and features in the future, and supports translations. The actual functioning of the menus has not changed much, for now.
- This is a huge change to an important game system, so it may create new issues that were not caught in testing. If you find a bug, press F8 in-game to report it.
- If you get a perfect KO in most modes, the announcer will shout "MEGA KNOCKDOWN" instead of "KNOCKDOWN," and the game logo will appear on screen.
- Several UI/HUD elements that used images of text now use dynamic text which is more performant and can more easily be localized, such as move lists, the "win" screen at the end of Arcade, the credits, and many more examples.
- The "guide" display which comes up when you hold Tab/Select is now mostly glyph-based instead of text-based.
- You can now close the pause menu with "resume" instead of having to press pause again.
- Dialogue in Arcade now uses a new font which better supports extended characters, but mostly looks the same besides.
- When you unlock a new color by beating Arcade with a character, you will now get a popup in the win screen.
- Resolved some weirdness with Guide/Pause menu elements sometimes incorrectly appearing over/under other UI elements
- The Credits have been reformatted slightly and new names have been added. (The last update was in early 2023!) The total credits roll time is now slightly shorter.
- You can now change your first assigned movement or combat action in certain tutorial missions, like you can in other parts of the game.
- The Training data panel now looks more like the Tutorial HUD windows. The Training/Tutorial menus now have a green color scheme instead of purple.
- In training, the the Manual dummy is now expressly labeled as being controlled by player 2.
- Some in-game text fields use new fonts.
- The "click to continue" screen which appears if your game launches out of focus has been redesigned slightly.
- When two invulnerable attacks collide, they will now "clash" for minor damage and knockback (no knockdown) instead of passing through each other harmlessly. This will occur regardless of frame advantage.
- Nils jC now acts like Billy/Paul jC, meaning it now does chip damage and hits "only" one square ahead. (Nils is a new character currently under test. Information on how to access Nils is on the official Discord.)
- Nils' Natural Light is now +10 from 2 squares away instead of -10. It's still minus when used point blank. This is meant to improve the reward of connecting with Nils' projectile, and fits better with the flavor that it functions similarly to a "sonic boom."
- At the right range, Nils' Natural Light can now hit Jayne's extended limb when Marv uses Vapor Strike. This reflects the intended result of this interaction.
- Updated the game to the most recent Unity 2021 LTS version, as well as some 3rd party plugins.
- In the tutorial, some status checks that were running every frame now only happen once.
- Cleaned up some scripts for a very minor performance improvement
- The "Submit" action has now been fully decoupled from the left mouse button. This was already the case in most scenes, but it was necessary for the funcitoning for the old menus. This was also causing unwanted behaviour like causing highlighted buttons to trigger if empty parts of the screen are clicked, or clicking a button causing it to fire twice. Note that you can still click buttons as normal. This just fixes "bad stuff."
- Removed some unused textures. Thanks to this the game's filesize has gone DOWN by about 15mb compared to the last patch.
- Fixed an issue related to starting a match when the matchmaking queue connects you to an opponent while you're in another mode.
- Fixed a visual glitch with Marv Vapor Strike on player 2 side.
- Fixed Marv reacting too slowly to Jayne's extended limb getting hit by PileDebunker
- Fixed the tracking of time spent in Training Mode for the achievement (it used to tick too slowly sometimes)
- Fixed some strange behaviour in the tutorial where the displayed input choice was sometimes not correct if you changed your inputs, or the opponent's displayed "next move" was incorrect.
- Fixed normal mode arcade clear not tracking correctly for some characters
- Fixed Nils not tracking Survival Mode/Paul Zone high scores.
- Cleaned up some code causing Null Reference Exceptions in rare situations
[ 2025-02-10 20:49:37 CET ] [ Original post ]
Mega Knockdown
dhamster
Developer
Counter Hit Studios
Publisher
2022-07-29
Release
Game News Posts:
79
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Positive
(26 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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