
Royalty Free-For-All
Play as modern cartoon renditions of classic characters Lancelot, Mother Goose, even the Piglet TOY that inspired Winnie-The-Pooh!
Gorgeous hand-drawn artwork brings every stage, every character, every moment of battle to life!
Even the music is remixed from the ground-up from the public domain! Like our "Punk-Rockabye Baby"
Gorgeous optional visual effects like FILM GRAIN and CEL SHADOW provide a fuzzy nostalgic feeling!
LIGHT, STRONG, and SPECIAL attacks make the zany flow of combat feel straightforward without directional input, so first-time players can join the party!
Genre veterans will find depth and complexity preserved in familiar mechanics like moonwalking, foxtrotting, and more: even WAVEDASHING has an easy introduction for new players with an optional single-button command!
CUSTOMIZABLE CONTROLS let anyone play with exactly the button layout you're looking for! Genre veterans can even choose from our pre-set profiles inspired by the layouts of other platform fighting greats, in order to feel right at home.
Enjoy our pre-made rulesets, or customize your own!
PARTY MODE warps out-of-bounds players across the screen instead of eliminations—no more disheartening SDs!
The LEGAL rules run tournament-legal settings and bans casual stages from random selection
STOCK , TIME , STAMINA , TEAMS , even ITEM and RANDOM STAGE toggles are here!
Hone your skills and take them online with our rollback netcode, or stay home and have a party fit for Gatsby!
ONLINE QUICKPLAY for fast 1v1 matches
PRIVATE LOBBIES to group with up to four friends plus spectators!
ROLLBACK NETCODE makes for a smooth online experience! (Ethernet is always recommended)
Enjoy their exciting combos and hilarious interactions together in local multiplayer—or online with rollback netcode
Системные требования
Минимальные
- Minimum:
- Requires a 64-bit processor and operating system
- OS *: Microsoft® Windows® 7 / 8 / 10
- Processor: 1.2 GHz Processor
- Memory: 4 GB RAM
- Graphics: DirectX compatible graphics card with at least 2GB of video memory (4GB recommended)
- DirectX: Version 9.0c
- Storage: 3 GB available space
Рекомендуемые
- Recommended:
- Requires a 64-bit processor and operating system
- OS *: Microsoft® Windows® 7 / 8 / 10
- Processor: 1.4 GHz Processor
- Memory: 8 GB RAM
- Graphics: DirectX compatible graphics card with at least 2GB of video memory (4GB recommended)
- DirectX: Version 9.0c
- Network: Broadband Internet connection
- Storage: 3 GB available space
Отзывы
Steam · Very Positive
Все отзывы в Steam138 положительных из 154 отзывов
Игрок 6794Не рекомендует
So to preface, I've been playing platform fighters on and off for over a decade at this point, mostly "melee-like" platform fighters, so keep that in mind while reading this review as it's coming from that particular perspective. I'd like to start by saying the art direction and style for this game is incredibly good and unique. The character designs feel authentic and lived-in to the universe established in the game. The artists did an amazing job! I have similar compliments regarding the music and sound effects. That being said, I'd like to go over the mechanics and why I disagree with the design choices. Each character has 6 different attacks + a grab and a throw. You cannot use directional input to create a different move based on whether you use a weak, strong, or special attack. Directional inputs in conjunction with a corresponding button press are what gives platform fighters a lot of their depth, and restricting the player from doing this feels unnecessary. If simplicity is your goal, I feel this restriction on number of attacks is moving in the wrong direction. Smash and other plat fighters are already simple as is. Super Smash Bros. is predominantly comprised of casual players who are able to quickly pick up the mechanics & directional inputs for separate attacks. I can also understand the perspective of wanting to stand out across other platform fighters, but you guys are already doing this with the art direction and overall game-feel. There is wavedashing and dashdancing, and the movement overall actually feels pretty nice, but this good movement ultimately doesn't matter when the options to utilize it are limited. The solution isn't a small patch either, since every character seems designed and balanced around the 6 attack limit, so adding tilts would mean reworking the roster and refocusing the vision. I suppose I'm just trying to understand the goals and vision around this design direction. Nearly every platform fighter player, competitive or casual, already has the core mechanic of directional input for different attacks in their muscle memory. Removing that can feel alienating for a lot of players. I know you guys worked hard on this game, I can see it in the polish and visual design. You have some genuinely great ideas, and I think the core mechanics are what will allow them to shine. Without a solid and meaningful core, it's hard for a game to stand on its own and survive the test of time. Perhaps I just don't see the potential yet, but I kept instinctively reaching for options that weren't there. For me, it never stopped feeling like a limitation rather than a different way to play. I think there are some players who will genuinely enjoy these limitations, but I'm unfortunately just not one of those players.
Игрок 1371Рекомендует19 ч в игре
This is a blast!! I ran a monthly Smash tournament for yearrrrrssss, until covid kind of derailed it. I think if we were to start back up again, I'd definitely do this game instead.
Игрок 7640Рекомендует
Ran this at a Mystery tourney at the Smash local and spent a couple hours playing casual matches with others afterward and everyone had a great time. Already got my money's worth out of it from that, pretty confident it's not the last time we'll run sets in this. If you got friends/family around to play with, it's worth the asking price for even one afternoon/evening of fun.
Игрок 6429Не рекомендует2 ч в игре
I think the game is worth a buy on sale (despite my "do not recommend" rating), but only if you're looking to get a few hours of party game fighting out of it. Even then, the games still has a bit of problems. If of course came in expecting a more casual experience, and it was that. But when I wanted to get better, it just felt like I couldn't. Which confused me even more when I saw that there was somewhat of a competitive scene This game feels like it wants to be simple yet serious. But it's succeeds in only being mind numbingly simple. A combination of aerial and grounded movesets being 2 separate things and a lot of moves just sucking leads the the weak characters being incredibly weak, and the strong characters beyond spammy. With characters having so little moves the game just feels spammy in general Also the game tends to be pretty laggy for seemingly no reason at all So in the end, pick this up if you want to have a fun party game night with your friends after drinking and let it rot in your library after. If you're looking to get into if competitively, don't
Игрок 3955Рекомендует41 ч в игре
A solid platform fighter. Heck, I found out about this like 10 days before its release and my brain was like: "Huh, it looks like as if 'That one game from a rich company' and 'That best cartoon platformer of all time' had a child.." Now that I got my hands on the newborn - RFFA, I can see some inspirations from *coughing sounds* ('That game from a rich company'), like the Arcade mode, Platform run, etc.. Overall, it feels 'fresh' in a way. You have no stats to hunt for or maintain a good winrate.. Just pick a character, jump in and go stupid! THE GOOD: + It's very casual-friendly, very simple control-wise (as a casual wannabe, I LOVE that!). + Interesting stages, and silly take on the characters - there's a lot of references. + Customizable as HELL! + It has online multiplayer (some expect that, since it's 2026, I personally barely play online). THE NEUTRAL: ° Ocassional crashes during fights (21/8/26 - added automated report system, that's cool!) If you're a fan of platform fighters and older cartoons, it's a good pick! Get your friend a copy, too, while you're at it!
Игрок 3459Не рекомендует
I went in wanting to like this game. I love the art direction and concept. I love that the developers really tried to do something unique in the genre. But I don't feel like they did it. I feel bad saying this but it's too simple. Even as a casual smash player, three attacks per character make the fights feel way too similar every single time in just the amount I played. A slight differentiation in the combos would open up things, like maybe allowing directional inputs for at least the basic attacks? Either way while it does have its charm the game doesn't really last. Most importantly, I play through the single player mode and I quite literally killed the final boss in one hit. Unless that's some sort of joke that I missed out on, it was enough to make me stop playing immediately after already being on the fence.
Игрок 6962Рекомендует1 ч в игре
I really like this game and it's creative uses of royalty free characters. I really enjoy the hand drawn animations for each of the characters and how unique each of them feels, even some of the echo fighters feel very unique in their own way. Super simple controls mix that some easier recommendation for my friends who arent Huge gamers.
Игрок 9503Не рекомендует
Y'all I LOVE the art and music in this game. I'm obsessed with the fox and wolf especially. But the gameplay's just lacking too much. It seems like it almost exclusively wants to be a party game that isn't taken at all seriously but wouldn't require much complex thought at all. Lacking directionals in a Smash-like is the biggest problem imo but some of the move choices just don't make sense for the character. Why is the fox's only ranged attack usable when he's in the air? It doesn't feel good. Maybe with some updates the game will be a lot more desirable?