
1v1 anime fighter X platform fighter hybrid with rollback netcode!
Modeled estimate, not a reported figure. How we estimate →
About
A love letter to old school platform fighters, crossed with deep 2D fighter influences
12 playable shining stars designed around physics sandbox toys and unique movement
Anime fighter influence brings increased focus on setplay, blockstrings, and chain combos
Full original soundtrack and ten background stages
Built in ranked rollback netcode and 120 input display combo trials
Free DLC characters Selmani, Minkata and Sleepy are included with more to come
Active Discord community is full of passionate players
Epilepsy warning: This game contains many flashing images and animations
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So good
EDIT: Made some corrections after more time with the game. Firstly, let me say the other reviews are likely mad because they had to purchase the game for $10 when 1. this game is still in a state of development. and 2. part of the "jank" is just the game being the way it is. It's part of the fun! For that I understand their grief, and I think the devs might have messed up by giving the game a $10 price tag instead of putting it into open beta before it's in (what I would consider) a fully polished state, but the reviews are a little unfair. Anyways, about the game.... [h1] Overview [/h1] As a hybrid platform x anime fighter, man, it's got a lot of potential! I think the thing people are missing in their reviews is that it's actually drawing a lot of inspiration from Smash 64, even if it seem's more "melee" in it's movement. It wears that on its sleeves, and sometimes that inspiration is great! The visual effects, the hitstun for cool combos, the low-res sound effects, the general low-poly vibes, and use of drawn, low-res textures in place of detailed backgrounds or particles... I love it! ...and that 64 inspiration falls flat in other areas (L-cancelling, and the clunkiness of smash 64 is pretty apparent in this game too, and not in a good way). For right now the devs of the game should steer clear of focusing on balance aside from egregious things (some moves have insanely ridiculous knockback values, Cassia 5A > j.2A (?) is a kill confirm at 0% at the edge) and focus a lot more on improving the feel of the game. As a fellow dev though, I have to say I see a lot of potential here. Keep up the good work, Nucko Games. Pros: - Very unique design, giving every character a "shine"-esque move is pretty cool and some of the kits are super interesting. I like the anime fighter style of cancelling too! It's super fun to play with others, and I could see the game getting very deep very quickly despite the relatively low number of universal mechanics that tend to make other fighting games more confusing. Definitely holds it's own as a competitive game. - Good movement, as any platform fighter worth it's salt should have these days! - I LOVE the combos, they're insanely cool and the combo trial is pretty good too (though it should probably set the character manually so that you dont get a character that doesn't work for the trial). - Personally I'm actually a big fan of the way the game looks and sounds overall. It may be "janky" to some, but if the devs stick to it and polish it up a bit more, it'll make the game stand out like no other. [b]It's not for everyone! and that's okay, the more you lean into your visual design the better it will be.[/b] - Rollback netcode is good, but it still needs improvements. Things to Fix: - The camera needs to follow both players better. It looks fine when both players are on even ground, but when the vertical distance between the two players increases, it tilts horribly at an angle where the grounded player can hardly see themselves. I recommend not tilting the camera so much and rely more on zooming out to show distance. - Even though some of the animations are pretty.... lacking in the windup department and some are jank af, the more important thing that would make it a lot more clear that a move is about to happen is sound effects during the moves' startup animations, for example Darawan neutral B has no sound until the hit comes out, but a small "whoosh" that gets cancelled when the hit lands would help sell the move a lot better. ALSO fix some of the animations please lol, Zeniah up A looks ridiculous. [b]You need to get to the exaggerated windup initial pose QUICKLY, but dont always teleport there, and make the windup pose really distinct from normal. make the follow through more impactful on some moves.[/b] - The UI navigation is annoyingly unclear at times. [b]You need to communicate everything that happens in the game, even when something is simply selected.[/b] If I'm trying to change my lobby room name, it shouldn't be unclear that i'm currently editing it after pressing Enter. Change the highlighting and make a sound effect play once I select the textbox. Always let the player know when they've selected something AND what they previously have selected (on the CSS, i should be able to visually see that i've already selected my own character with a distinct visual). - Walking feels really bad and really hard to control. If you start walking with down forward, you shouldn't go into run when you slowly tilt the stick to forward, you should keep walking. [b] It should be easy to turn my character around while staying in place. [/b] I know smash 64 feels like this, but that doesn't mean a game in the modern era necessarily should feel as clunky. You do get used to it though. - I know L-cancelling feels necessary to this kind of game, but I PROMISE this game doesn't need it with how free form some of its combos are, instead, [b]take the Rivals of Aether approach and give aerials less landing lag on hit and more on whiff.[/b] Smash 64 didn't need L-cancelling at all. It's an arbitrary skill barrier, and it's not like it's hard to do either, it's just an annoying requirement. [h1]Should you buy it?[/h1] The TLDR; very solid foundation, extremely fun and truly unique direction, muddied a little by some quality of life that it needs. For people looking to purchase, I say give it a shot for 90 minutes and then return it if you don't like it in its current state. It's actually a really awesome game, it's just rough around the edges right now. If that won't stop you from appreciating a truly outstanding fighting game, then please make the plunge! It's a great time.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The fun diverse roster, speedy gameplay, makes this game an adrenaline rush of fun That Sol Badguy lookin mf can go die tho playing against him is aids lmao
Swag game -AyrieMaster3000
03/14/22: i put the date because this game has improved a ton in the newest update, so hopefully this review wll be outdated the characters and gameplay have some unique ideas that i think are cool. the movesets feel new and there are a lot of interesting specials in this game. i love the backgrounds, effects, and the overall aesthetics. i do think the characters could use some more touching up artwise, especially the faces. some like minkata, zeniah, vesper look really good, but tycho, cassia, ayrie, and castor's nose could use some work. replacing roll with essentially wavedash out of shield by just moving the stick is fun, and everyone having a shine is awesome. i think the base gameplay should continue to be hashed out however. i would suggest focusing on making the game feel smooth, more than anything. everything feels incredibly stiff. -landing lag should be removed when you empty hop, as you can't even jump in the air without having to pause upon landing. in every other platformer, platform fighter, or fighter, you would immediately be able to move. -having to double tap down to fall beneath a platform you're standing on makes them feel really sticky, should just fall on the first push -running off the ledge should maintain your momentum. it kinda seems like it does, but with castor it at least feels like he slows down -because the animations aren't as fluid, the screen shake/zoom on each hit makes the game feel jankier than it really is. It's more of an issue when you are both close together anad the screen is zoomed in, like if you're in the middle of the stage. notice how if you're both on the top platform, the zoom isn't that bad at all. -having fullhop be the same height regardless of how long the button is held doesn't feel great either -this may be out of scope with the creators vision, but i think a walk animation would help the game feel smoother, though i understand if that's not in the vision -buffer could be a little more lenient. it feels sticky when you land with an aerial and press jump and you're stuck still standing there -if you could take away the black bars on the screen whenever someone dies, it would be awesome -moving in the air doesn't feel the best, don't know how to articulate it -in general, good animation can really sell fluidity. i'd assume its the most expensive and difficult part of making a game, but I do think more attention to them can really help out in the long run. Some of the stiffness may feel amplified cause i play castor. moves like his fair feel really unsatisfying when it kills all your momentum, though I get that its the point. I think his forward attack animation could be smoothed out more instead of being such an abrubt 1-2. his bair is amazing, and i think more of a transition animation during the startup into his regular attack would make it feel/appear even better. I generally like the music, and I'm no music expert at all, but I do think the opening theme, at least the beginning before the drums kick in, doesn't give the best first impression. I think cause it seems like its in minor key (like i sad i'm no expert) and because of how harsh it kind of starts. Especially because the main menu just pops in with no transition or fade in, it kinda slaps you with that first note lol. i wonder what it would sound like with the intro being a bit slower with a piano or strings at the beginning, and maybe that only plays on loops until you select a game mode, then it fades in/transitions into the normal song with drums kicking in (feel free to ignore this part lol). Overall I'd say give the game a shot, I'll still be sticking around so I can join tournaments and see what fully becomes of stardust valkyries! Game has a lot of potential.
this game is great
Flawless game design, I sold my house this morning and have committed fully to mastering Zeniah, Tycho, and Minkata.
The character designs are very creative, but the game is unfun. It's clunky and feels like a bad chore to play. Try something else.
se pegan y eso tiene como1999921128412414198419491849824912894 de mecanicas pero esta ok
As much as I'd like to recommend, I can't, this is by far one of the clunkiest platform fighters and probably only a stop above bounty battle in quality
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7K | 31 | 58% | $14.99 | |
| $20M | 32.3K | 88% | $24.99 | |
| $1.7M | 3.3K | 83% | $19.99 | |
| $303.8K | 2.8K | 70% | $4.99 | |
| $107.1K | 1.3K | 78% | $4.49 | |
| $72.2K | 171 | 80% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.9K | 51 | 55% | $6.99 | |
| $9.9K | 56 | 73% | $6.99 | |
| $9.9K | 53 | 89% | $9.99 | |
| $9.9K | 79 | 85% | $4.99 | |
| $9.9K | 59 | 85% | $6.99 | |
| $9.9K | 73 | 75% | $5.99 |