
A fighting game where the action only moves when you do. Plan your next move, then strike, evade and punish! Knock 'em down and press the advantage! Fight colorful hand-drawn characters, and challenge your friends to an epic battle of wits!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, Japanese, Spanish - Latin America, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I saw the dev talk about their game on Reddit, and I was intrigued - it sounded like a fighting game I could play with my friends who feel like they don't have the reaction time to play normal fighting games. And, having completed the tutorial, and then story mode with one character, I'm having a blast. There's a classic set of options with block, strike, jumping attack, special moves, and throws. It all comes together really well, and I look forward to having fun with others, reading each others likely options and choosing something to beat them... with them having the read on me, so they actually beat my option.
still not finished (its in EA) but what is there is a fun and interesting take on a genre that hasn't had much mix up in a long time. if your itching for a fighting game and want to give something else out of the box a try give this a go. Tiss a bit janky with some stuff but I kind of think it ads to the charm.
Months ago, I won a code giveaway hosted by the game's Twitter page. Sometime before that, I tried the now-removed demo, and realized it's more fun than it looks. Rather than the quick decisions you'd normally be making in traditional fighters, Mega Knockdown puts you in a similar mindset to what you'd have while playing chess or a puzzle game. Gameplay is turn-based, and combos are automatic, so the fun is instead about having plenty of time to carefully plan your next move. It's due to this turn-based format that landing attacks has a unique satisfaction to it. In relation, it's easier to realize your errors; I can't help but be like "aw crap" or "oh, I should've considered that" when my opponent is the one getting a hit in. There's even an extra pressure to the match, as you and the other person await for eachother's decisions to be finalized. While it could be said for all fighting games that every decision counts, this one makes that more clear, and places a bigger emphasis on every move thrown. If you're still on the fence, netplay is hardly affected by poor wi-fi connections like mine since the game isn't taking constant inputs, and a demo is still available on Itch.io.
Really Fun fighting game that can teach you the basics without being too overwhelming with so much speed. It's a great way to learn how decision making in fighting games work.
You want this game at your local. Mega Knockdown is probably the most fun we have had while running indie games at our local NYC tournaments. Incredibly intuitive, easy to learn, difficult to master- all the hallmarks of fighting games you expect but skipping execution lets everyone play inside baseball a little sooner. This doesn't mean the game is "easier" by any standards, especially important when the regular conversation these days is about old vs modern fighting games. I have been mixed in unholy ways not thought possible and no execution let me cope that I dropped something game winning or not. Bit aside, Mega Knockdown is incredibly fun. It's a fantastic way to get your friends into fighting games as quick as possible without losing the same reasons why you all pull up to the local. Hard reads, matchup experience, playing the player- it's all here and it makes for an amazing spectator show as well!
If you DON'T know a ton about fighting games, have no clue what the heck a shoto or meaty is, but want to dabble in the genre, I think this is a fun game for that. If you're curious about how different this game and a game like Street Fighter is, the trailer is pretty accurate. It boils down to the amount of decisions made per second, the execution of specials/combos, and the granularity of spacing, being "just barely" too close or far away from your opponent. That being said, the core ideas shared across the vast majority of fighting games and the situations players will find themselves in are largely the same in this game. If you want to play a fighting game with less of a time pressure in both the amount of time given to think during a match, and the amount of time needed to practice how to do combos and special moves, give this a try. You might miss some inside jokes and references that make up a good amount of the game's personality, but the game will explain bits of basic fighting game lingo in places like the tutorials. If you DO know enough about fighting games to recognize Nick's dustloop or Lewis just being Slayer and having the unique gameplay trait "Blocking Allergy," you'll probably feel at home playing this. For me, it feels like a distillation of fighting games akin to Footsies, Divekick, or Hyperfight, but instead of the focusing on split second spacing decisions and reactions, the focus lies more on core concepts like framedata, advantage, and strike/throw. And unlike YOMIH, the characters, interactions, and presentation stays more in line with traditional 2D fighting game conventions. If that sounds interesting, or you appreciate a game like this existing in this form and not as a card game, show this game some love. There might not be a ton to grind, lab, or otherwise sink your teeth into, but it's enough for me to have fun just messing around. There's a page on Mizuumi for it if you want more info. Demo is pretty good if you want to try it. Includes the full tutorial and arcade/survival/local vs mode for both Paul (the shoto) and Billy (the grappler.) No training mode or online, and full version currently has 8 characters. I did notice the demo is up to date with the latest version of the game. Having a non-outdated demo is always nice.
This game should be the tutorial for 'what is a fighting game'? It is an absolutely wonderful tool to show people what makes a fighting game fun by removing the most common reasons people are nervous about trying a fighting game (Quick reactions, complicated controls, learning curve). It has an easy mode where you know that the computer plans to jump and heavy attack you, so you can figure out what beats a jump heavy attack. You can learn everything from what a throw tech is all the way to Oki in a simple to understand way. I know I annoy my friends when I start talking about if you're plus/minus and when they should push a button. You know what's not annoying? A gigantic clock icon with dashes that tell you how screwed you or your opponent are and naturally let you know when to push your advantage or hunker down and block. It isn't perfect (adding timing of actions or 'half beats' if your opponent does a gigantic commit move and you choose to do nothing, like 'Your only move is Hustle') but honestly this is the single best game I can think of to show to your friends that don't like fighting games, that they are super super fun. Unexpected things I enjoyed: There's a fun roguelike mode, difficulty levels include how much information you get about your opponents actions, replay playback.
Al ponerme a jugar, pensé que estaba jugando un tutorial, porque aparecían las hitboxes de los personajes y el juego era pausado. Pero no. Era así el juego. Se juega como un juego de peleas normal, pero por turnos (o algo así) Es desesperante querer hacer todo rápido como en cualquier juego de peleas, pero que el personaje no responda porque 1ero debés pulsar y después ejecuta la acción. MALA IDEA DE JUEGO. A nadie que juegue fighting creo que le guste.
If you enjoy fighting games already, you will very quickly get to grips with Mega Knockdown and enjoy what it has to offer - thoughtful risk vs reward decision making, mind games, and humour. If you're new to fighting games, this is a very accessible way to get to grips with some of the decision making that takes place in all kinds of fighting games - but this game lets you take time to think through every decision without the pressure of getting combod in the face in real time. It's not just a learning tool though, it is a fun and unique game in its own right with depth to explore. The game is still being developed (in early access at the time of this review), but it's already a lot of fun and only getting better with the regular updates. The community is small but very friendly, come and make it a little bit bigger.
this is an excellent fighting game for everyone from casuals and newcomers, to veterans who've been playing for years or decades. great game, really boils down fighting games to their basics, cool cast of characters with fun references, easy to pick up, and it runs great on my midrange decade old laptop. I definitely recommend checking this game out, even if you don't like fighting games! it's honestly kind of like a deckbuilder without the "builder" part: figure out which of your moves works best vs your read on what the opponent will do. the game is definitely worth the money, please at least check it out. also get the free dlc if you get the game, and consider getting the paid ones too!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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