
This hilarious party brawler features iconic characters, stages, and music reimagined for a modern generation—and simplifies combat, including an all new PARTY MODE, perfect for friends new to the genre
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About

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.
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


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Engagement
Reviews
Themes across 146 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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 mine 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, that's about it when it comes to the positives for this game for me. The game mechanics, in my opinion, are the worst part about the game. I am not sure what the hope was for restricting player options to just 6 different attacks per character + 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. I don't understand the design philosophy behind this. In the "How to play" section of the game, it mentions something like there's only 6 attacks in total per character to make it easier to play. I can understand the perspective of making a platform fighter more approachable and simplifying controls, but this is simplifying so much that it just feels stifling to play. Smash and other plat fighters are already simple as is. Super Smash Bros. is predominately 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. Why restrict a core mechanic in platform fighters like this? 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. This isn't something that can just be patched either. Every character seems to be designed and balanced around the 6 attack limitation. Adding tilts & directional input to attacks would mean redesigning the entire roster. I guess I'm just scratching my head here cuz I don't understand what the objective was to begin with. Who is this game going to cater to? 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 just feels alienating. I know you guys worked hard on this game, I can see it in the polish and visual design. It LOOKS really good, but it FEELS really bad if I'm being completely honest. If you guys wanna continue making games like this, please really think about the core mechanics you're building it around. Without a solid and meaningful core, it's hard to have it stand on its own for more than a few weeks. Idk, maybe I just don't see the potential yet, but I just can't see myself ever having fun with a fighting game that feels like I can't even FIGHT in the way I want to fight. I've refunded the game, but I'm hoping others are at least able to find enjoyment in this style of a plat fighter. I just would never be able to find that enjoyment myself considering the core design philosophy.
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Languages: English**languages with full audio support
Hours played at review time, across 146 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played this, & the lag whenever you do arcade mode IS HORRENDOUS!!! I had my heart set on this game & was let down tremendously. i hope that they address or fix this problem, otherwise, i can't recommend it as is.
Before my refund goes through I want to address my personal review for this game. It is one of the only times I should have listened to negative reviews. So I won't beat a dead horse and touch on those aspects that have been referenced already, just know for the majority they are spot on. Adding to that however, an achievement based on a stage that was removed is still apart of the game. (at time of writing). A tos you have to agree to because why not, all the "cool kids" have it. Essentially bribing players ( may not have meant it, but it's how it was worded) to review the game positively so that they could/would add new playable characters. And the one that peeved me off most was a staff member of their discord scamming me into believing the game added remote play together. Otherwise wouldn't have purchased the game albeit loving the concept and hand drawn art, I only buy remote play together platform fighters so that me and my girl could play without splitscreening on a rog ally.
Good fun time. Love the art and music, crazy easy to pick up and play. Cheap enough where buying it for friends might be necessary. Day 1 online is alive, who knows how active it will be a few months from now. It's not ultra-competitive, and that's a good thing. The problem with not being ultra-competitive however is that it won't keep people hooked. Mostly leaving a review because it's charming and I want this team/game to succeed!
To be honest I think this game is far FAR too simple for its own good. It's one thing to make a game easy to get into, its another to make it feel like you've learned how to play a character to their fullest potential within 20 minutes of tinkering around. It'd be fine if the kits were a bit more fleshed out and unique but the characters gimmicks don't set themselves up for that really. The most advanced intended gimmick the game has is probably Nessie's bubble, and even then it's a very basic setplay projectile seen in many other platfighters A big part of why the game is fundamentally flawed in its simplicity (despite reaching for a comp scene) is the Quick Brown Fox. Because you only have 7 moves total (including Grab), the attacks your character has should be very impactful and be tied together in a smooth way... so why is the Quick Brown Fox JUST a poor attempt to make a smash bros spacie?? Their ground moves consist of Fox Down Tilt, Shine but it doesnt reflect projectiles, and Fox up smash. Decent selection of attacks, you could say those are his best grounded moves in smash bros. The AIR versions however, leave an insane amount to be desired. Air LIGHT is Fox laser, which is infamously one of the worst projectiles in smash bros history (was only good in 64, and just ok in melee since you could land so quickly with it). This game does not have the quick movement needed to make Fox laser useful so that move is a dead slot. Air special is Fox up b which is also infamously one of the most predictable recoveries ever (mitigated by his side b acting as a recovery mixup and shine as a brief stalling tool). This leaves the SPACIE'S air game to consist entirely in one just ok move in the form of air Strong. And the worst part of this is that they're completely outclassed in every margin by the Big Bad Wolf (who is also just sbbu Wolf) The artstyle of the game is very cute and seeing old character reimagined in creative ways is fun, but I really cannot recommend this game unless it gets a gameplay overhaul of some kind.
the art is amazing and gameplay is fun, i just wish it would be slightly faster and i think the amount of content planned for the game will make this game worth it and potentially have the game last forever
I have very conflicting feelings on this game but the TL;DR is I'm still having fun. Disclaimer I was gifted this game, and haven't tried the online yet, so I can't comment on that past that I've been told it's rollback netcode and that's pretty dope. This game was advertised as the most accessible plat fighter, did it live up to it's promise? Probably not, but it's still interesting. Royalty Free For All has a roster of 14 characters at launch, each equipped with at least 2 weak, strong, and special moves, as well as a grab at minimum. The limited amount of moves leaves the designs for each character a mixed bag. Some feel like they're just missing something, while others make good use of what they have to where they never feel lacking. Some characters have extra moves; Sakura, the smiling lady, has weak aerials that can fire in 4 directions; Piglet has the Villager dash attack. Where these extra moves are handed out seem arbitrary although they're always welcome. There are attacks that feel great while others feel barely functional. I really enjoy Piglet's pigskin weak aerial and how it interacts with momentum. Piglet is a prime example of a character that feels like it has absolutely everything it needs and everything on him makes sense. On the ground the weak button makes use of the honey pot, where it lives on the weak button can be used for a multihit jab, the previous mentioned dash attack, and is part of his grab. For strong attack he cycles through various items like a plank and hits you with them. These read as weak and strong. His specials have him bouncy off a spring which can be a nice finishing move or a quick high job that can lead to aerial pressure, or summoning a balloon to help recovery. He has fun movement, and fun moves and clear finishers. Good design Not all characters have move that convey that clear flow chart and intuitive button presses well. Some lack finishers, some have moves that feel like they're on the wrong button classification, some have moves that seem to have no solid relationship. Some designs have clear concepts and some seem like references tossed together. Personally, I hope for mediums, and more clear cut specials. The characters and stages are based on well royalty free characters and stories in which I only know a few. I enjoy the choices, even if not always the execution. I love unique interpretations of guys like Big Foot, I think it's cool to see the Mushnick's Florist as a stage. There's a lot of fun references peppered into Dorothy, Toto, Big Bad Wolf, and more. Seeing Big Foot's wavedash look like the infamous photo is a fun little easter egg I think people will appreciate. I hope to see Dante even if the kickstarter wasn't met, and would like to see what else they can cook up. The stages, while cool ideas can be a burden to navigate, and I hope for larger blast zones, and far less walls in the future. This game brings in legacy plat fighter tech. It makes a point to let you know it has dash dancing, moonwalking, and the infamous wavedashing in which can be mapped to a dedicated button which i believe is long overdue for the medium. For anyone curious, shield dropping exists in the game as well. One technique I've seen here and nowhere else is "jumpscaring" where you can jump during an aerial which leads to some very cool interactions. The utility of these are hit and miss depending on character. Dash dancing feels great on fast characters, wavedashing feels good on Piglet and basically no one else, I suck at moonwalking so I'm not gonna say who gets the most out of it, and any character that has multihit aerials will enjoy jumpscaring drag....ups(?) I had fun comboing it into itself with Colonel Bleep. To sum up my thoughts on gameplay: I think looser constrictions would do these techs and moves well. If you are gonna have a wavedashing button let it really shine! Right now it just feels more like a: 'hey look at this" rather than an actual feature. Moves could use bigger hitboxes that better match or even exceed the visuals in certain areas like Quick Brown Fox's ground strong, and Lancelot's ground special. There are moves that can use better hit pause and sound effects. It feels like it's a couple tweaks from feeling truly good. I still hope for more moves on each character, and I do wonder how the characters are meant to advance in a match as sometimes it doesn't feel like anything more than throwing out moves. Moving on from that, the artwork and animations are hand-drawn with a lot of care. So many of the animations look far more fluid than they have any right to be. I personally am obsessed with Big Foot's weak ground and air attack's fluidity, and the latter's call to the squish and stretch principle. My point is, for those who appreciate these methods, this is a very pretty game. I can't imagine the expressions of Colonel Bleep reading well in anything other than hand drawn animation. It's a treat to look at. The menu looks gorgeous as well and is very easy and quick to navigate. There's little features like choosing a character where you can portal to the other side which might go unnoticed by many but is appreciated by me. Load screens feature tips and humor disguised as tips, I don't think Plato ever said squish me, I won't look it up, but I also don't know how it helps. The music is very, very good. Somehow guys like David Wise and Grant Kirkhope are involved in this, refining old music to the modern day. It's whimsical and high quality, not much more to say. The music gets high marks. As I alluded to earlier, the sound effects are hit and miss. Attacks often lack the oopmh needed to truly feel satifying. Sword slashes sound like credit card swipes, and wet tail slaps sound like random punch effects. It can use some improvement. The arcade and extra modes are good enough. I never really play those modes so it's not something I get excited about. I think seeing board the platforms back is a nice plus after like 30 years. Both modes are quietly useful tutorials for precision attacking and movement and I think it's only a good thing they're in the game (although I probably still won't use them). I think the only thing I haven't commented on yet was the customization? There's a lot of skins, lots of control options like the previously mentioned dedicated wavedash button. The settings have plenty of ways to tweak your experience, and help your game run more efficiently although I will say the game seems perfectly optimized for me, and I have an outdated nitro 5. My computer has never run hot while playing this game, and it runs hot running Chrome. To close this out, this game is fun. It's good, but it needs improvements to be great. I can imagine Nessie having a quicker bigger ground strong, with a higher jump height and more generous spike on it's air strong to lead to some fun pillar combos, or the QBF getting a wavedash buff that will allow the shine to actually have some good followups. The game could use a few more options to play with, but as it is, it's still a good time, and a visual treat. It's worth the price that I didn't have to pay.
Fun game, the limited controls and techniques unique to it give the game it's own feel. Characters are fast and have quick attacks, so comboing is pretty easy and neutral is engaging and aggressive. The game has a 1v1 quickplay for sweats like me. Animations are phenomenal. I'd recommend it if you play platform fighters and want to try something different.
This game has a lot of love and care put into it and I've had a blast with the time I've spent. But I do have to advise that as of launch, it is a little rough around the edges. As there is a lot more content planned for this game, I do feel confident that the dev team will address these issues over time. Regardless of its launch jitters, I am in absolute love with this game. The art style, the current roster and the music are simply amazing and I hope this game gathers more of a following down the line.
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.
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