Super Sky Arena
Charts
32 😀     7 😒
71,49%

Rating

Compare Super Sky Arena with other games
$14.99

Super Sky Arena Reviews

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!
App ID309900
App TypeGAME
Developers
Publishers Deck13, Hammer Labs
Categories Multi-player, PvP, Online PvP, Full controller support, Shared/Split Screen, Remote Play Together, Shared/Split Screen PvP
Genres Indie, Action, Early Access
Release Date5 Oct, 2015
Platforms Windows, Mac, Linux
Supported Languages English, German

Super Sky Arena
39 Total Reviews
32 Positive Reviews
7 Negative Reviews
Mostly Positive Score

Super Sky Arena has garnered a total of 39 reviews, with 32 positive reviews and 7 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Super Sky Arena 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: 253 minutes
Great game for fans of star fox 64. dunno if it'll ever get finished, but what's here is awesome.
👍 : 3 | 😃 : 0
Positive
Playtime: 24 minutes
I saw the Game Grumps play this game and I was awestrucked by it. It looked like a time machine back to my childhood spent playing Starfox 64 with my friends. I had to get it and play this game with them! I know I should not expect this game to be an exact replica of Starfox with upgrades but the similarities are so strong you start blurring the line between them My friend and I had a hard time playing it. - The booster bar is around your aiming reticle and it's hard to see - Maybe we were just not getting the hang of it but barrel rolls were pretty much ineffectives - Some of the maps are full of outcrops that you gotta dodge, which is fine if you like it. But the play area is so small, I was getting claustrophobic. I was expecting a bit more room to maneuver and if you get too high (which is not that high to be honest) you start taking damage. - The pace at which the game is updated is quite long (Last update was 54 days ago according to an ingame time tracker) so it's a bit worrying. Although, they do update the game. I picked the OST with the game; its got 8 songs and 3 of them are variations of the same level. It's okay but a bit bland to my liking. For the game, sure it sets the mood but I'm not gonna put them on my MP3 player. All in all, not a bad game but not a great one either.
👍 : 1 | 😃 : 0
Negative
Playtime: 622 minutes
This game is an absolute joy to play. It's the classic Star Fox multiplayer, on small planets. The nostalgia factor is huge here, and it capitalizes on that with a solid gameplay experience. It really is great with friends, but online is nonexistent. [strike]The devs seem to have left unfortunately, because we haven't had an update in months. That's why my review is negative. More details on the strangeness surrounding this game can be found in the comments.[/strike] The developers seem to have returned, so for now my review will shift to positive again! Let's see how that goes.
👍 : 0 | 😃 : 0
Positive
Playtime: 236 minutes
Right now, I would recommend the game, *if* you have a friend or two who will also play it with you. Admittedly, it's been a while since I picked it up, but the AI in the game is a margin above target dummy. The ship controls well, the (limited) game modes are pretty fun (timed or kills), and the music is amazing (seriously though, this soundtrack is the reason I cannot wait until this game is actually done). My only qualms with the game are its limitations. There is enough here to warrant playing it with friends for a couple of hours, but single-player is non-existent right now (because of the lack of a tough AI).
👍 : 0 | 😃 : 0
Positive
Playtime: 38 minutes
Cool game that brings a multiplayer star fox style game to steam worth checking out.
👍 : 0 | 😃 : 0
Positive
Playtime: 197 minutes
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.
👍 : 6 | 😃 : 0
Positive
Playtime: 58 minutes
I've met the developers at CoxCon so I may be biased, but also I played a shitton of this game at the said event, and it was brilliant! Fast paced, easy to learn, difficult to master, with great art, soon with great and hilarious voices, this game is a blast!
👍 : 3 | 😃 : 0
Positive
Playtime: 572 minutes
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 )
👍 : 5 | 😃 : 1
Positive
Playtime: 326 minutes
Multiplayer was my favorite aspect of the few Star Fox games I've played, and Super Sky Arena captures and tweaks the concept extremely well. The maps are tight, but not crowded; the gameplay fast, but not too difficult for new players pick up and have fun. There are ample options to outwit your opponent and various pickup items that require skill to deploy. It's still in early access as of this writing, but it's very polished. I've never seen a glitch or crash mid-game. The maps are varied and contain obstacles and designs that give strategic advantages to skilled fliers. The characters have fun little voices that announce things based on who's winning the match. Very little about it feels unfinished or unbalanced for casual play. If you're looking for a great local/online multiplayer game, it's definitely worth the buy--despite the Early Access state it's been in for a rather extended period of time (as of this review).
👍 : 2 | 😃 : 0
Positive
Playtime: 56 minutes
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.
👍 : 15 | 😃 : 1
Negative
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