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Q: Simultaneous turns? How does that work?
A: Each turn starts with an input phase, where both players select a movement option (walk, stand still, jump) and a combat option (attack, block, throw) in double-blind fashion. Once both players are locked in, a second or two of combat takes place based on what both players chose, and then the next input phase begins.
Q: But I thought fighting games were all about reactions? How can a fighting game be turn based?
A: You'd think so, but many actions in fighting games are performed proactively, in response to situations that take place before a move comes out. This is because many moves in fighting games will become active faster than a human being can physically react to their startup. On the other hand, some specific interactions in fighting games which revolve more around reactions, such as confirms, mixups or whiff punishing certain moves, are harder to represent in a turn-based game, and are thus given less emphasis.
Q: What are the origins of this game?
A: Mega Knockdown was first developed and playtested in 2016-2017 as a submission to the CUDO Plays tabletop game design competition. Since then, it has evolved from a card game to a simultaneous turn-based PC game.
Q: What's with the sprites? Is that Jerma?
A: Jerma985's free greenscreen footage was used to make character sprites while the dev fleshed out the basic gameplay. They've been so popular that they will remain in the game for the forseeable future.
Q: What engine is the game using?
A: Mega Knockdown uses the Unity engine, and was coded from scratch in C#. Inputs are handled via Guavaman's Rewired framework. Story scenes are being made with Pixel Crushers' Dialogue System.
Q: Is there any embargo on streaming/making videos of this game?
Q: What platforms will Mega Knockdown be available on?
A: Windows PC initially. If possible, a MacOS/Linux port will be released.