Mighty Fight Federation
Charts
46 😀     9 😒
73,62%

Rating

Compare Mighty Fight Federation with other games
$29.99

Mighty Fight Federation Reviews

Slam opponents into walls, launch them into the air & follow up with fast, high-flying attacks in this brand new arena fighter. Choose from 13 different characters with unique play styles. Face off in head-to-head matches, team up with other fighters or embrace the chaos of 4-player free-for-all.
App ID1096690
App TypeGAME
Developers
Publishers Forthright Entertainment
Categories Single-player, Multi-player, PvP, Online PvP, Full controller support, Remote Play Together, Shared/Split Screen PvP
Genres Indie, Action
Release Date26 Feb, 2021
Platforms Windows
Supported Languages English

Mighty Fight Federation
55 Total Reviews
46 Positive Reviews
9 Negative Reviews
Mostly Positive Score

Mighty Fight Federation has garnered a total of 55 reviews, with 46 positive reviews and 9 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Mighty Fight Federation over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 562 minutes
Edit: After playing on controller, my previous complaints are out. This game was legit fun and worth the cost. If you have friends that live cross-country, or across the ocean, try this out. Cons: Removed. Keyboard mapping & value. Pros: Retro, fun, and moves well Characters are unique but should be intuitive for most fighter players Toejam and Earl? Love it. Biggest Pro: Even with high ping, I was able to play competitively with friends online. This is huge for players that want to play with friends that are in other countries/ time zones.
👍 : 3 | 😃 : 0
Positive
Playtime: 36 minutes
With the whole cross-over characters i thought i'm gonna stumble upon some quality content,but ended up with stiff animations,unpolished combat system, this game has potential but i do not recommend it as of now.
👍 : 1 | 😃 : 1
Negative
Playtime: 169 minutes
Summary - Despite being in Early Access, this is already one very nicely-made indie fighting game. As far as "Power Clones" go (read: a Power Stone-esque free-roaming arena fighter), this one sports a combat system with a nice amount of depth. It's not impenetrable for casual fight fans, just that it has all the systems you'd want in a fighting game and they're well implemented here. Like Shrek SuperSlam, One Piece Grand Adventure, or LastFight, MFF focuses a lot of energy on besting Power Stone by focusing on solid combat (versus throwing boxes and items at opponents), and it largely pays off. There's also a lot of content here, even in Early Access too. That's something you really can't say about enough indie fighters - they're usually HURTING for content. MFF already sports a good sized roster of characters & stages, and a decent amount of modes with a good tutorial to round everything out and ease people into the action. The presentation too is pretty good; the sound design and music tracks are the stand-outs here, and that should be obvious if you glanced at the Steam Page or watched the trailer. Not a single composer is a weak link, and all of these songs are ****ing bangers. The visuals are technically really solid too, though the mileage you'll get with the character [i]designs[/i] will vary. It's hard not to love the more cartoonish ones - the "Swole Wolf" that looks like Werewolf Randy Savage, or the skeleton cowboy with the keytar/scythe combo, for example -- but the more human characters - like Strikefist (the shirtless guy) and Originelle (the angel girl) -- suffer a bit. Their faces could look better. It's a bit inconsistent is all, though the key art used in the Arcade Mode sports a really nice "western anime/cartoon hybrid" style - a bit like Double Cross or Speed Brawl - for everything though, and that all looks great. Plus the arenas look terrific too. Really good use of color throughout the game helps MFF really "pop." Is there anything I would like to see improved here? Sure. While this is in Early Access, I would love to see the following issues tightened up a bit. The biggest one for me is the lack of "homing" and "travel" on attacks: Travel - Your characters don't move forward from the momentum of the attacks they're throwing out at all, unlike a lot of fighting and beat'em up games. I'll try and explain this in detail, but you'll know what I'm talking about. Even when you connect with that initial hit, they don't slide forward into [i]following[/i] hits. Even when you're running and hit an attack button, there [i]isn't a running attack that pops out[/i] - they just cancel straight into standing attacks. This makes things feel a little lacking in terms of movement or flow. This element of the combat feel a bit... stilted, I guess. And it also means you'll sometimes end up doing a combo when you're not [i]close enough to actually land anything[/i], and just be [b]parked in place, like, an inch away from their face[/b] whiffing attacks until your opponent decides to put your out of your misery and punish you :P The only exception to this is L.Exe, and I suspect that's because of her very short stature. If she [b]didn't[/b] move forward a bit with her normal attacks, she simply wouldn't reach anyone. Homing - Couple this with the fact that your character doesn't automatically aim attacks at whoever's in [i]the broader direction[/i] you're aiming, and well, projectile attacks feel a bit off. I hate how vague that is, but sometimes it just doesn't feel as tight as you want it. Usually fighting or brawler games with free-roaming tend to either opt for a lock-on button, or break down "aim" into about 4 or 8 zones for the analog stick to pick up (at least a northeast, southeast, southwest and northwest quadrant; sometimes split into 2), and as long as you're aiming the stick towards that "zone," your attacks will hit the enemy in there. If they're at 2 o'clock, and you're aiming at 1:30, your character still gets that you want to throw some punches at 2 o'clock, y'know? Mighty Fight Federation is a bit more picky than most other games here, and so you'll definitely sometimes miss by sending your attacks slightly to the left or right of your enemy up-close. These issues with travel and homing/aiming make it feel like, say, the hitboxes are just working against you sometimes, even when they're working perfectly. Make no mistake about it; MFF's combat already feels pretty damn good and is pretty fun to play! Plus traversal mechanics like rolling or dashing, and having combo breakers, keeps the playability high despite these issues. It's just that when you hop on over to games like Mortal Kombat Shaolin Monks (hey; in VS Mode, it counts as this type of game!) or whatever, you can tell it's not quite up to that level yet in terms of being totally satisfying or fluid. It's feels like it's almost there, but just [i]not quite where you want it to be.[/i] Not yet anyway. [i](Another, but far less important, quibble regarding the character controller here is that the jumping feels and looks wrong - at the apex of your jump, your character will plummet down SO MUCH FASTER than they went up. That doesn't really affect combat at all, it just looks weird :P )[/i] TL;DR - At the end of the day, this is a remarkably polished Early Access title, and a fun game in and of itself [i]right now[/i]. This gets a hearty recommendation from me for any fan of free-roaming "diorama style" brawler (versus those over-the-shoulder arena-style fighters, like the Naruto Ultimate Ninja Storm games). Fans of that type of action should get this and LastFight and support both indie efforts to fill the void left by Power Stone, then settle in for some over-the-top fighting action with a killer soundtrack. Oh, and I will update this review after it exits Early Access, just to see what's been changed and added.
👍 : 8 | 😃 : 0
Positive
Playtime: 25 minutes
Was pleasantly surprised at this arena brawler! Nice graphics, characters with attitude, and a killer soundtrack make for a good time! One caveat: If playing on PC, you really need a controller to be able to kick ass effectively. WIth the free-for-all 4p mode, it's CRAZY CHAOTIC--but in a GOOD WAY! The camera handles the action well, scaling around the action effectively and not jarring at all. Really reminds me of the classic arcade brawlers of the early 90's (only with MUCH better graphics). Love that there's an online mode too! If this is only Early Access, it's very polished state bodes well for the future of this game!
👍 : 3 | 😃 : 0
Positive
Playtime: 1263 minutes
I love everything this game has to offer! The music, the voices, the characters, and the story! The only gripe I have with this game is that the CPU are insanely hard, but the hard CPU are still fun if you know what to do! I'm not a programmer, so I don't know how hard this is, but perhaps add a difficulty meter, from easy to hard? anyways, this game is a must have, so ill see you on the battlefield, reader!
👍 : 4 | 😃 : 0
Positive
Playtime: 800 minutes
While arena fighters ultimately take a backseat to platform fighters in terms of options and popularity, I feel as if Mighty Fight Federation is an entry into the former genre that punches above it's weight in terms of the quality-to-resources ratio. MFF has an eclectic collection of characters both original and guest that all have their own playstyles, though they all fit well into the system that's been built. I will say that if you are not as versed in arena fighters like myself (save for Shrek Super Slam) then it may be an adjustment, though the basic principles such as the neutral game, juggling, combo breaking etc are all pretty intuitive to learn and I felt as if I was decently proficient after my handful of hours with the game so far despite not being a huge fighting game person. I would say that they game is a pretty solid value proposition and am looking forward to the gameplay optimizations and content additions coming in the future, and that if you are looking to get into Arena Fighters then this game would be a fair alternative to a genre staple like Powerstone.
👍 : 6 | 😃 : 0
Positive
Playtime: 103 minutes
An insane 3D Arena brawler with a bunch of tech and an emphasis on high level play, just as much as dumb tactics. Characters are varied with some really wacky designs, a few cult legacy characters and a few Indie reps. Super fun with friends, but basically this is a discord fighter. Worth it for online and local multiplayer chaos!!
👍 : 3 | 😃 : 0
Positive
Playtime: 29 minutes
Has some decent sound tracks here and there but overall has a hint of power stone but not so great. I am happy at least this game got a story mode. Other than that the characters models looks ugly af other than the cameos, mechanics are bad, has bugs, graphics looks plastic. If they gave this to a modding community the probably mugen the crap out of it.
👍 : 2 | 😃 : 0
Negative
Playtime: 306 minutes
This is a high thumbs up from me. I've played some matches online (with a friend who bought the game with me) and played a bit of the arcade. The online was rock solid for us, no lag or dropping out so far. Before getting to the positives (paragraphs below, it's been by far mostly positive), I will mention the obvious about early access titles: it's a work in progress still and some things don't feel quite ready yet, otherwise this would have been a final release. This is, of course, true at the time of writing this for Mighty Fight. The quit menu doesn't always work (I used alt+F4 to exit because esc didn't bring it up) and the arcade mode is not yet saving progress, assuming that's intended for the final release. The online worked very well during the fights for us, but the menus weren't clearly telling us who was selecting what character and level. Most importantly though, the Strikefist ai is way better than me, and this needs to be fixed! (/s I eventually won). That being said, from what the game has shown me so far, I am 100% certain that it will be in amazing shape come launch day. The Dev team is small, but they're clearly dedicated to this game and they are very responsive on discord. Full disclosure though, I have met some of the devs in person and they are super warm and friendly people, and they are clearly hardworking to have accomplished this level of quality. They've also announced some pretty exciting up-coming characters and levels (Yooka-Laylee and Toejam & Earl), which seems to me a big deal and I trust this team to pull it off. I've tried 5 of the 11 fighters at this point, and they each felt unique and competent in their fighting styles, and responsive to my input. In my few hours of playing, I would say there is definitely an easy-to-play but hard-to-master learning curve to each of the characters, perfect for this style of game imo. Overall, thumbs up on the gameplay. My favourite character to play so far is Strikefist, but my favourite character concept is Remi Redcard. Strikefist feels straightforward to play, but Remi has some really dope moves like throwing up a shadow that will hold your opponent down, but I haven't quite gotten the hang of this yet. My friend rocked Tunestone until I was frustrated with how OP he felt, but I couldn't pull off the same thing when I played Tunestone myself. It's ok, I've accepted that my friend is better than me, for now. The level designs are well thought out and clearly built for a fighter game by fighter fans. Everything is focused on the fighting being unobstructed, so that no annoying collisions bump or block your characters while you're trying to pull off some wild moves. They are also sometimes dynamic in pretty cool ways that can change up or open up the playing field during a fight. Great music to go with the levels too, they really give it that fighter atmosphere. I wish the default track for the level was automatically selected when I chose a level though, because I want the track to fit the arena I'm fighting in and when I enter a match, the music can help immediately pull me in and 're-familiarise' me instantly with what I'm about to play in. Anyway, long review. Absolutely Recommended, I can't wait to see more people jumping in on this! The game holds amazing promise and it's already made its way to my favourite list on Steam.
👍 : 11 | 😃 : 0
Positive
Playtime: 1043 minutes
Mighty Fight Federation.. Is a call back to classic 3D arena type fighting game with a modern twist and a new coat of paint! Pros 1.Arcade Mode 2.Local & Online Multiplayer 3.Story Openings & Endings for each characters in arcade mode 4.Solid Gameplay 5.Great Soundtrack! 6.Guest characters Cons 1.Small Character Roster 2.Lack unlockable content Overall I enjoy mighty fight federation and look forward to the updates and future content for the game and there so much potential for mighty fight federation becoming the best 3D arena fighting game at a time where there not so many.
👍 : 11 | 😃 : 0
Positive
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