
Super Sky Arena is a modern re-imagination of Starfox multiplayer! Local multiplayer dogfights for up to 4 Friends (or Enemies). Your Friends are too far away to join you on your couch? Host an online game for them instead or play against the AI. Multiplayer fun for all!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*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
There is no server browser, multilayer lobby or any random quick join feature and they will not be implemented in the game at all according to devs. In order to play online you have to know game server code which consists of 3 symbol sequence, said server must be hosted by someone and you can't join while there are others players already playing. In 3 hours I haven't found any ongoing games except developers twitch stream, which I was to late to join. Also there is no split screen for 2 players, only for 4, so you will have half of you screen space occupied by "press A to join" labels.
[Note: This game was provided to me free of cost to review.] https://youtu.be/t6MlbnIVYPQ Sky Arena is a multiplayer aerial combat game by Hammer Labs that gets inspiration from Starfox 64 multiplayer. It can be player either locally or online with up to four players. The matches are played on tiny worlds that you fly around while collecting power-ups and powerful secondary weapons. I think that it could be very hectic and exciting with three/four players. The ability to play local and online multiplayer is a plus. The controls are easy to learn and the movement feels fluid and nice. I hope that they add more worlds and a wider variety of powerups/secondary weapons. I could not find any sound controls in the game and had to adjust my headphones drastically to compensate for it.
Pretty awesome! Reminds me of the long nights on the couch playing Star Fox against my best buddy. Sky Arena is very polished for an Early Access title. Its pretty visuals and tight balancing should win you over in a heatbeat! The newly added online mode seems like a good addition, as not everybody has someone close by to play.
Multiplayer gameplay video with critique and general chat. https://youtu.be/jGGjDKr4o1I A online/offline multiplayer aerial dogfight simulator set in a cosmic other world atmosphere. Sporting a bright, bombastic colour pallet which really gives the game a boost in both overall character and general a more appealing aesthetic compared to many space related titles. The sound design is completely on point allowing for the gameplay to feel responsive, tight and just overall making the player feel like an overall badass when an enemy ship is shot to smithereens. The music however which it suits the overall feel of the game and really aids and adds to the party atmosphere created by the game does feel a bit repetitive due to a lack of tracks. In conclusion while this game feels a little on the empty side due to the early access model the game has decided to undertake, the core gameplay alongside everything else the game offers is a Fun experience which needs to be played to fully understand the appeal.
I believe that this game has great potential. The art style is very remeniscent of early N64 and PlayStation games. The controls for the game are pretty solid especially with a controller. The gameplay is fairly customizeable and is great to play with a group of friends. The game does need a lot of work though. There needs to be more levels and larger variety of powerups. Since this is still an early access game, I suspect that these features are planned and will come later down the road. For now though, the game is still a great little game to spend a few hours with a group of friends. Other pros include the great soundtrack that really gets you into the feel of the the game, as well as the ability to have 4 player local multiplayer or online multiplayer. I personally feel that what this game needs to get it off of its feet is a larger fanbase. I wish the devs good luck and I shall be following them along their journey as a captive audience.
Hey there all. First off, I've had my experience with Starfox games since I was 4 with Starfox64 being my first, to playing all others eventually including the unreleased Starfox 2(snes). With this game being multiplayer focused, I was at utmost happy with a game like this coming into existence. I've played multiplayer modes of all starfox games as well with friends over the years and had a blast playing them all(with the probable exception of SF64's multiplayer which SF64 3D improved on). Onto Game Review (Based off playing some local multiplayer with friends, playing with devs online, and playing with a couple friends online) ~Controller functionality~ I like the responsiveness on controls. Quickly pointing out however that the game at its current state does not have button mapping nor have support for D-Input controllers either it seems, only for X-input controllers at the moment. I'm sure this is something that will be dealt with in a future update. ~Gameplay customization~ Something I'm really glad was implemented that seems to be extending to what SF Assault and SF64 3D offered as far as game customization. It makes you feel like your setting up a game of Smash in your own way. Time, Lives, and Points. These are your gamemode options very identical to how SF Assault had those choices. Your able to also choose if the dual lasers item should be a thing or not on the map(thank you) as well as choosing how items are on the map as well. ~Gameplay Balance~(in current version when this was written, may or may not be addressed in the future) Lasers: My immediate beef with this is the weird recoil it causes that slows you down for that brief moment you shoot, it's not something I was as comfortable dealing with as the other SF games didn't have this kinda behavior with the lasers. Damage seems perfectly fair enough but what discourages me(and a couple of my friends) from optimally using the laser over the charge shot is that it's not as accurate enough and it doesn't have that rapid behavior that SF64(3D) and SF Assault did. Charge shot laser: This one is kinda funny to talk about. It's balanced, just not in the most normal way. This shot can literally go through walls and ground which can be abused. What does hold it back however is that it takes so long to charge compared to other SF games. Speaking of which, I visually get thrown off by thinking my laser is fully charged with the reticle changing right as you begin charging as opposed to it changing right as it becomes charged similar to how it does in SF64(3D) and Assault. Another issue is if you make a collision that would otherwise bounce you to the side or backwards with or without being stunned, the charge goes away, which is normally acceptable, except that idea that you'd generally still be holding the laser button while having done so, in result it doesn't actually restart the charge even if you are still holding the button after collision. ~Mobility~ I once again have mixed feelings about this one. Going into a complete stop with your ship is something foreign to the other SF game's arwings with the only pseudo exception being the Arwing in SF Assault which using the "Brakes" allows for a close to halted movement, which however was limited by a meter. In this game you can basically just sit still if you wanted to with your ship which kinda worries me cause there were sometimes where I purposely abused this to achieve some kills, in thus can promote a campy play style. I don't dislike the idea of having ships go into a complete stop, but in my opinion I feel like there should be a carry off to this to avoid benefiting from camping. Speed: I know there are pickups that allow you to go faster, but at default I feel the ships movement speed doesn't feel as natural without having to constantly use the infinite amount of boost you have which I feel right now is the only ideal way to even move to begin with. Barrel Roll: They don't reflect laser bullets :v ... but that aside, I did like what they did with it essentially being a strafe tool. Looping: Something interesting they did with this one. Going for a U-turn or a Somersault? Same button. When you press it, it starts to curve you upward in a loop, manually pressing it again in the middle of it will cancel the loop phase, meaning you can use it to create a U-Turn maneuver or you can cancel it immediately if you feel it seems like a bad idea. It's really flexible and it was something I didn't even expect to think about when it comes to a SF like game. My only issue is that it doesn't feel as fast as SF64(3D)'s somersaults, the difference is kinda little but with the amount of SF64(3D) I played and it's multiplayers, I really feel the frames matter. ~Visuals~ Pretty... Um maybe with the exception of Molten Core which was sometimes hard to see where you were going in the caverns, I don't think the lighting was very friendly with that and it was something that was talked about me and my friends. Otherwise the use of color is very different compared to the SF games though I do feel like it's going for a more brighter and colorful SNES(referring to SF and SF2) style. The idea is really neat. ~Online~ Having playing with the devs online with their location being in Europe with me located in the West Coast of the US, and pinging at around 130-160. The game is surprisingly still playable with some hiccups of here and there telling the game where a player is really at sometimes, but it's not as irritating as I'd come to expect of oversea online play. Currently the only way of playing online is either joining or hosting a server in a form of server codes loaded as symbols(e.g. Volcano-Moon-Tree) along with choosing a region. So basically it's either find some friends you know to play with or play the guessing game. I would assume this will change in the future. [POSSIBLE BUG]: when a friend of mine and I were doing 1v1s, whoever hosted had won in a game, it would cause the client player to not load the countdown at all for the next time a game was loaded and also not showing up as a player on the left side of the screen to the host either, while leaving the other player awkwardly free roaming. In result we would have to restart the server room when this happens ~Local multiplayer~ It works :v only thing that bugs me is that it's a forced 4 screen split even if you are playing with 2 or 3 players. ~Conclusion~ I'm having fun so far. I have hopes for this game seeing a future and if the devs are reading this, thanks for having me play with you guys. :) p.s. (add more competitive options in the future maybe? :3 )
Had the chance to play this at CoxCon in Telford earlier this year, alongside many other first-time players, and after many a dogfight and enormous laser blast, I cannot recommend this game enough! Take a Super Mario Galaxy-style planet, with enormous structures and land formations you can travel through, littered with a variety of random weapon pickups and the ONE double-laser pickup (which is dropped after death, so grabbing it makes you a target), throw in blindingly-beautiful colours and you have this game in a nutshell! Multiplayer is available on local and online, though not through open matchmaking but putting in a combination code to host your instance with three others. Fantastic for playing with friends, and in a game like this, that should suffice for most players. Get on Skype n' start screaming at one another! With this being the game's current condition at the start of Early Access, I would recommend this game to pick up in a heartbeat. Buy it, gather friends alike, and shoot each other to bits! =D
Aaahh, the smell of kerosine in the morning! Playing this will give you the right feeling of speed flying over these gorgeous planets. I currently play it with a friend and we battle the hell out of this thing, always recognizing a new trick or route through one of the levels we havn't recognized before. I cannot wait to try this with four players at our next LAN. The controls are perfectly thought-through and give the right amount of feedback that you feel an adrenaline rush chasing your opponent and doing the Skywalker avoiding obstacles on your way. Even though it is still Early Access Sky Arena perfectly polished and playable. The next updates are announced ingame and you can even vote on the next features. Definitive a purchase recommendation!
[h1] Plays like a Star Fox 64. Visuals are simple but gameplay is competitve and fun. A few different characters to choose from each with its own abilities. Fly around tiny planet trying to take down enemies. Collect bits to restore health and ramp up the pump. Some abilities are available which you can charge by destroying crystal shards. Playbale with bots or couch coop is your second choice. Overall simple game with good gameplay. Best played in short bursts. [/h1]
is this game dead or something? go buy sky rogue instead
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