
Leftovers KO! is a Punch-Out-inspired, hand-drawn animated boxing game where you fight a bunch of leftovers. After a long day at work, you come home to find that your uneaten food has come to life—and it's here to beat you up... with its hands! Defeat them all and uncover the truth!
Modeled estimate, not a reported figure. How we estimate →
About

After a long day at work, you come home to find that your uneaten food has come to life—and it's here to beat you up... with its hands! Defeat them all and uncover the truth!
This hand-drawn animated game is as simple as the classic NES titles, but with some extras!
DISCLAILMER: This game does NOT HAVE ACHIEVEMENTS. It's a game made by solo-dev

Every leftover has a distinct fighting style, moveset, strengths, and weaknesses. Adapt, be quick, and turn them back into a pile of ingredients.

Learn new moves, practice them in the training room, and use them in real battle to savor the victory.

Why are leftovers all of the sudden fighting back? How is that even possible? Only one way to find out - beat' em up!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Portuguese - Brazil, Simplified Chinese*languages with full audio support
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
This is an amazing idea for a game, in a genre I deeply love with fantastic art direction and super well crafted animation. The boss designs (visually) are all so fun, charming and creative, can't do nothing but praise this game visually, but sadly, that's the best aspect this game has to offer, since mechanically and gameplay wise I believe has many flaws. There is many objetive flaws, like many bugs and clunky transitions between dodges and different punch combinations But I would like to talk about game design flaws first. -Mandatory star punch finishes feel boring and limiting – nearly all bosses require a star punch to defeat. There’s no room for alternative strategies or player creativity. Fights become about waiting for that one star punch opportunity, which makes them feel tedious, and when you finally get it, the fight ends abruptly and anticlimactically. It’s a terrible system that kills the pacing and any sense of satisfying victory. -The stamina & health system is frustrating– stamina is tied directly to your health, meaning if you get hit, you not only lose health but also lose the ability to fight back effectively. It doesn’t create meaningful difficulty; it just makes fights feel restrictive, with no sense of player freedom or comeback potential. This is also affected by the singular Knockout system the player has, this does not make the game more difficult in an interesting way, just more limiting and less exciting. these two aspects together I believe are what makes the game feel like a chore rather than a fun challenge where there is many possibilities and ways to beat a challenge in front of you, specially since if you don't have the requerid star punch the game punished you by making the fight last forever, with no star punch everything you do feel pointless, you are not climbing a mountain, you are not slowly chipping away a stronger foe that with perseverance will fall, no, you are just in a loop of no progression, no satisfaction and annoyance until you get the win condition the game forces on you. -UI placement is awkward – your health and stamina bars are at the bottom of the screen, forcing your eyes away from the enemy animations and attacks at the top. It breaks focus constantly and feels like a basic design oversight. I do hope the best for the team and I don't regret my purchase at all I think there is a lot of great potential in this game that is sadly overshadowed by a lot of poorly executed and poorly thought out ideals. some last notes: -I think the music is great, really fits the vibe and is in my opinion the second best spect of the game! -The fight integration with the fights is something else!, very very nice and well made, my highlight is the sushi fight where the cat is the visual clue for the grab!, that is simply so fun, creative and well made! (a shame that the fight still a chore due the star punch limitations) -the training mode is basically a messy waste of resources that both does not help with timing nor with the different uses of the extra punch techniques, also very glitchy. If the team ever makes a sequel or major update that reworks these core mechanics, I will be there day one, because this genre deserves to thrive!, and their art direction is already a knockout <3
Ok ok, hear me out. Yes the game has some fundemental issues. Yes, the controls are clunky and never feel perfectly in sync even when you get down the timings (use a keyboard! It is way more accurate than a controller for this game). Yes, there is seemingly little to no rhyme or reason why certain moves work or don't work on certain bosses until you played them enough times to figure it out by sheer guess work (or consult a YouTube video). Yes, the game can be very obtuse in explaining its mechanics, like how you need to finish bosses with a special move or they'll keep reviving. Yes there is a pointless training mode that doesn't allow you to try out any of the moves and attacks aquired past the first boss. Yes, I beat it in less than 4 hours, there are no cloud saves, no achievements, manual only saving, defaults to starting a new game on a start up instead of continue, and a bug that will require a hard reset sometimes on a specific boss because your controls will stop working. BUT... I just liked it way too much to care. Especially if you get it on sale for $5 it's a great time. You paid for a hand drawn cartoony game about boxing anthropomorphic leftover food, and you get a hand drawn cartoony game about boxing anthropomorphic leftover food. The animation is excellent. With a 90s cartoon or animated point and click game aesthetic and animations (like Pajama Sam) but with actual gameplay! It has so much energy and personality, I just loved it. And the story is fun and goofy. It isn't deep or expansive but it fits exactly what it needs to and there's a lot going on in the backgrounds to have some fun environmental storytelling. And while I may have had all those complaints about the gameplay, I actually did quite enjoy it. Maybe this is what Punch Out was like for people back in the day (I never played it) but it kind of scratched the same itch as Dark Souls bosses. Where you keep banging your head against it until something clicks and you figure it out. Maybe you stumble upon a small opening the boss always gives. Maybe you finally figure out how to hit the right combo at just the right moment. Maybe you can even exploit some oversights in the A.I and trivialize one or 2 of the bosses because of it (looking at you celery and sandwich). For as janky as it can be, there's only so many actions you or the boss can do that you'll eventually figure it out and every boss fight end with a satisfying and over the top animation when you land that final special attack So those 4 hours were a lot of fun. This was definitely a passion project from a dev who was animation first but still tried their best to make a good game. If it was more expensive it wouldn't be worth it, just due to the short amount of content and jank. But for the price, especially on sale, I do recommend it.
怪打你血和体力同时掉真是阴到没边了,这都不是重点。玩到后面必须得用重击才能击杀,重击点数触发迷的离谱。最终boss更是一坨。
entretenido, pero para uno que no sabe ingles ni me entere del lore
This feels horrendous and unresponsive - the animations are pretty poor and don't provide enough wind up to time your horribly delayed dodges. Landing punches feels underwhelming and for some reason someone thought a phone ringing mid fight for tips was a good idea.
ну такое....
I know many reviews have made the exact claims I'm about to and have done it in a much better articulated way but I feel passionate enough about Punch-Out and any games like it to say them anyways. Visually this game is amazing, I love the old webcomic-esque art style and the sets are well drawn, in the audio department there's nothing crazy good or crazy bad... But the gameplay is by far the weakest point of this game, needing a Star Punch to beat EVERY BOSS EXCEPT FOR THE FIRST is jarring for new players, when I played I thought there was a gimmick where star punches weren't required but were instead a risk/reward system for quick finishes because the first boss had gone down with normal punches and I beat the second boss with a star punch only after knocking it down twice. Star punches seem to be inconsistent to obtain with no clear signs where and when to counter, in Punch-Out the tells are obvious. The controls also seem to be slightly delayed or the animations are a bit slow or something because when a lot of attacks are impossible to dodge unless you predict them, I know I might not be the most ideal candidate to make such statements but a lot of other reviews mention something similar. I really do want this game to be great, the gameplay just needs a serious touch up, I hope one day this game will get fixed up and it'll give me the snappy and responsive Punch-Out gameplay I've been craving. Fun game, big flaws, fine enough as a novelty sale purchase but I wouldn't consider buying at full price.
Esse jogo estava na minha lista de desejos desde antes de lançar e hoje decidi comprar nessa promoção pela metade do preço. O design do jogo é muito bacana, gráfico estiloso e a trilha sonora é bacana também pra te ambientar nos jogos desse estilo daquela época. Porém o principal do jogo que é a gameplay é péssima. Os comandos não respondem bem, o ritmo de combate não é bom e os inimigos muitas das vezes não são difíceis, apenas deslealmente injustos para com o jogador. Não é uma dificuldade bem feita, é apenas ridículo mesmo. Os golpes especiais não acontecem se você usar o soco forte logo após esquivar e o jogo deveria ter um tutorial muito mais apropriado. É uma pena mesmo porque como eu disse o design e ambientação são muito legais, e a historinha mesmo que muito breve e os diálogos são legaizinhos. A ideia do jogo é maravilhosa, infelizmente a execução não foi tão boa. Dito isso, realmente espero que haja uma continuação ou outros jogos da desenvolvedora.
Um Jogo bem legal, no geral. Esse jogo ficou na minha lista de desejos por meses e, depois de tanto tempo ganhei ele de presente na steam. O jogo é visualmente e artisticamente muito foda. O estilo de arte, as músicas, o conceito do jogo em si e diversos outros elementos que não são da mecânica/gameplay são o que fazem essa review ser positiva. Os designs dos bosses são bem criativos e combinam absurdamente com a forma que o jogo é estilizado. A história é curtinha mas é bem divertida, considerando o tema do jogo. Porém a parte funcional não é das melhores, muitas vezes os comandos não são tão responsivos, o jogo trava ou crasha em pontos aleatórios e as vezes o personagem principal ficava congelado sem se mover. Isso somado a gameplay que já é limitada (pelo estilo de jogo), dá um aspecto de falta de polimento. Vi alguns comentários sobre a dificuldade do jogo e discordo que ele seja muito difícil ou injusto, acho que ele fica apenas limitado ao formato de jogo de boxe nostalgia. No fim, ele acabou sendo divertido e me impressionei com a beleza e a ambientação do jogo Apesar de tudo isso, mantenho minha opinião positiva em relação ao jogo no geral, a direção de arte e ideia central foram o suficiente para tornar minha experiência boa. Espero ver mais coisas dessa desenvolvedora/distribuidora.
ボクシングとは対峙であり、否応なく向き合わねばならない――己が目を背けてきた醜い食べ残しと。 食べ物と戦うパンチアウト風のゲームといえばBreakfast Brawlを思い出しますが、本作の相手はグズグズのカビまみれで嫌悪を催す佇まい。 KOすれば中身が飛び散るという点でも、こちらは豪快に体がちぎれ腐汁をぶちまけるというパワーアップを果たしています。 日本語も実装済みで、対戦前などの書き文字もダイナミックに訳されており味があります。 ついでに各言語を食べ物で表しているのがユーモラス。 操作について、左右に避ける方向をしっかり合わせないと食らうタイプのゲームなので、慣れないうちはガードが安定。 スターを獲得してパワーパンチを使えるのはパンチアウトと同じですが、相手がスキだらけの際に使うと暗転演出が挟まり、ダメージがより大きくなります。 パワーパンチでKOすればクリア確定という理由もあって、スター獲得&スキを晒すタイミングを探るパズルの趣が強いです。 難易度はパンチアウトよりは易しめ。 「じらし」が長いので敵の動きを観察する猶予は十分にあり、訳も分からずに倒されることは少ないです。 かといってテンポが悪いわけでもなく、通常パンチでも与えるダメージが大きいのと、先述の通りパワーパンチKOでクリアなので、結構すんなり進みます。 対戦相手は姿も戦術も個性豊か。 次はこの手でくるかという驚きの連続で、さながら汚いフルコース。 パキパキピザ戦が特に好きなところで、影となった手足がくねくね、音楽がうねうね、異様な空間が面白い。 欠点は1~2時間くらいで終わるボリュームの少なさ。 また、体力に比例してスタミナも減るという、ウェルメイドな作品では切り捨てられがちなリアルさも足を引っ張ります。 ただしこの現実と地続きな部分は、眼前の超常的な状況を際立たせるものとして、個人的には良い体験を生んでいるとも感じました。 鮮烈なアートで描かれる、ただ受け入れることでしか赦されない「受難」の物語。 好みが分かれるのも当然ですが、わたしはおすすめします。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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