Indie Pogo
Indie Pogo

Indie Pogo

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in-game
Data taken from Steam
Steam
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https://youtu.be/ZLIfREs8qzg
Kickstarter Trailer
Indie Pogo
Indie Pogo
Indie Pogo
Indie Pogo
Indie Pogo
Indie Pogo
Indie Pogo is a platform brawler game for 2-4 players about bouncing, ricocheting, and pogoing your friends into oblivion! Gather your friends for 2-4 player local romps, or climb the online ladder in the bounciest of battles. Prepare yourself for a rompin' stompin' jumpin' good time!
Developed by:
Lowe Bros. Studios LLC
Published by:
Lowe Bros. Studios LLC
Release Date:

Steam
Latest Patch:

Steam
Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
80%
198 reviews
160
38
388.6 hours played
Written 5 years ago

A different take on the "platform fighter" genre. For most games in the platform fighter genre, they aim to do what Super Smash Bros. does but in varying but ultimately minimal degree. The dodge, respawn, or ledge mechanics may change, but they all still abide by the laws of the main smash games with combo, tilts, smash attacks, specials, and aerials. Indie Pogo is built in a different way. The main goal of Indie Pogo was an idea of your character constantly jumping, which sounds terrible in a traditional platform fighting which has walking, running, short hops, and full hops, but Indie Pogo simplifies in some areas but complexes some other areas to make a potential annoying mechanic rather fluid and fun. This is done by the game's 5 main buttons: attacks, specials, parkour, dodging, and specials. Attacks are just like in Smash where they are the fastest and most general moves in the game and are utilized for continuing combos but the main difference is that they are only 3 aerial attacks: neutral, down, and up aerials. These moves were added with the Heavy Metal update in early 2019 and made the combo game much more varied and fluid. Specials are longer and more, well, specialized than standard attacks just like in smash, but the main different is that your neutral, forward, up, and down specials can only be preformed in the air while the newly introduced grounded special can only be preformed on the ground. These specials add a lot to each character by how each character can use various specials to interact with other ones (much like in Rivals of Aether) and how the grounded special are used primarily to setup your character's other moves. For example, Penelope from The Next Penelope has a move called "vampire mines" for her neutral special which takes 1 of your health but if you hit the opponent you get 3 health back, but she can alter its placement by the up special's windbox and the down special's grappling hook and she can use her grounded special's lasers to power up her vampire mine to take even more health. This interconnected special system makes your specials much more important and dyanmic in the game. Parkour is the most important movement mechanic in the game. this button allows you to stay in place, roll in a certain direction, rolljump (if you press the attack button) which is a combo starter, wall slide, wall jump, grabbing, and teching. For so many different uses in a single button, Indie Pogo excels in making every time you use it result in exactly what you want. Throwing within the Parkour button is done by holding the button in midair and releasing it while pointing in the direction of your opponent. Once you grab your opponent, you can charge the throw and pick any angle to throw your opponent. This far differentiation to how throws work in other platform fighters just adds to this game's momentum and combo game. Dodging feels the most simplistic of the mechanics as it works exactly like in Super Smash Bros Melee in which after you use it, you must go into a wall slide or land to regain your moves. It feels kind of broken as invulnerability starts on frame 1 of the move and it can make you escape most combos, but this is confirmed to be addressed in the next big patch. I hope a parry mechanic is introduced to make a faster way to change the tides of battle but who knows how that would look. Specials are earned through getting "pogos" which are extending a combo until you land on the floor and are designed to either throw out a bit hitbox or change your character's form. They require smart play to get as you need to grow these combos AND land, and they all have some sort of counterplay to them. Damage in the game is done by a mix of Super Smash Bros' percentage and stamina systems as you have 50 health per stock, but the lower your health, the farther you can get launched. This mix of mechanics is due to the constant jumping mechanic making it pretty unlikely for you to consistently launch an opponent into the blast zones, but the 50 health makes stocks still tight and hard to get. Stages in this game are rather wall-heavy which in normal platform fighters sounds annoying with untechables, getting trapped next to walls through certain attacks, etc. but since you must constantly move in Indie Pogo and they aren't any untechables, walls actually add a sense of strategy to the game. Should I throw my opponent into a wall to continue a combo? Would my opponent tech it and if so, where do I want to be to follow up on that tech? These are questions I only ask offstage in other platform fighters but in Indie Pogo becomes a much more central mechanic. Lastly, this game is a celebration of Indies and also does that in a rather interesting way. They are the widely known Indie characters like Shovel Knight and Commander Video, midly known ones like Diogenes from Getting Over It, Bullet Kin, Lilac, Orcane from Rivals of Aether and some barely known ones like Zorbie, Stardrop, Jack, and Blockman. These barely know characters have so much flavor and character in their moves that you can tell the devs personally found these indies and wanted to give them some love. This game also shows the indie flavor in its stages, trophies, and menus with a variety of lesser known and somewhat known indies. The really cool thing about the trophies is that the more you get the more will appear in the character select menu and will appear on the screen when you get a really big pogo combo. Overall this game is easily the most unique platform fighter since the genre started and asks me to rethink how to play one of my favorite genres of all time. I highly recommend this to anyone willing to experience a different taste from the traditional platform fighter formula.
7.5 hours played
Written 6 years ago

I really want to love this game because of all of the games that come together to collaborate for it, and all of the familiar characters that I frankly love, but I can't see myself playing the game for more than a few short spurts at a time, because the gimmick is the dumbest and most annoying thing a fighting game could ever have. Being forced to jump constantly and basing all the moves on being aerial only, is annoying and bothersome, and makes a very pretty and well dressed game... not nearly as fun as it ought to be. I cannot reccommend this game in good conscience. I'm not going to ask for a refund or return it, because I might come back to it. As a side note, there is currently a bug where after you run the game, it keeps on running even if you close it, so steam won't relaunch it, and I don't feel like restarting steam every time I want to play. :/
22.7 hours played
Written 6 years ago

Forgive my poor English, it isn't my first. It is a shame that I could not lend a paw in funding this game, but I have been following Lowe Bros' twitter ever since a friend of mine linked it via Twitter to me one day. Indie Pogo had me hyped and the day it came out; I downloaded it. My outlook on this so far has been positive. It helped me look into some of the games that the characters originated from and learn more about them. It is fun seeing Lilac, Shovel Knight and others and I honestly can not wait for the DLC such as Dust, Gunvolt and Kick to enter the fray. The Tutorial section is pretty basic and has you learn the ropes of the game. It isn't hard to follow and pretty easy. The added humour in the game is a nice touch such as "Destroy those nerds!" or in battles against your friends and CPU mode where the referee pokes fun at your failure. The game is fun as is. The auto hopping too some time getting use to, but it grows on you after a while. You can earn trophies via coins you collect from arcade mode or battling where you can exchange get them via shop to earn skins for characters, unlock stages and more characters or taunts. Some of my fave characters so far are Jack, Telsa-Kid and Zorbie. Plus, kudos to seeing a Flappy Bird Stage. I was taken by surprise. I highly recommend this game. 4.5/5⚡
82.1 hours played
Written 6 years ago

When I first started playing, I didn't like the auto jump. It made horozontal movement less fluid because you would completely stop whenever you touched the ground, and it usually caused me to jump into enemy attacks; However, as I played the game more, I realised that this game is not exactly a traditional fighter. Almost all of the combat takes place in the air. The auto jump encourages you to stay off the ground as long as possible, and also provides a way to semi-reliably predict how your opponent is going to move. And instead of crossing a stage on the ground, you'll most likely be bouncing off the heads of your opponents anyway. In the end, this game might not be for everyone, I'll admit the auto jump can be annoying sometimes, but I still highly recommend you give this game a try.
22.5 hours played
Written 3 years ago

10/10 fighting game unique approach to 3d platform fighter awesome roster amazing unlocking system and single player content with leader boards smooth online. easy to connect. - you may have to use discord to find players if no one is active on steam. (you can add me for playing) each character has solid design and works well with the pogo mechanic tons of fun - will update review when i have put more hours in and future updates continue to come.
0.2 hours played
Written 3 years ago

(I've been playing it with my brother in his Steam Account) This is a fun fighting platformer with a lot of characters, and even more with the ones you can unlock. There's also a bunch of stuff like different skins, stage variations and more!
8.2 hours played
Written 6 years ago

It's kinda hard, but it's a really fun game. It's also got great indie heroes from games like Shovel Knight, Bit.Trip, Freedom Planet and more.
3.5 hours played
Written 5 years ago

I hate to say it, but this game sucks. The core mechanic, or as it should be called: the core gimmick, just bogs the whole thing down to a hard to control mess. If you're somehow not aware of this game's core gimmick, it's a fighter where you're always forced to jump, your character will automatically jump unless you tell it otherwise, either by holding the attack button to do a grounded attack, or by holding the parkour button down. Let me explain why this is a bad idea, fighting games are all about control! Controlling the match, controlling the stage, and especially controlling your character, and forcing the player to always be jumping takes away some of that control. Learning to play your character well, and getting used to the controls is part of the learning experience when it comes to fighting games, and these controls are not easy, or fun, to try to get used to. To explain the gameplay in further detail: Your character jumps automatically, but you do have an air jump like in Smash Bros.; you have 5 special attacks, one for 3 different directions (up, down, and forward), one neutral, and one that you can charge once you're on the ground; 3 melee attacks, which can only be used in the air; an air dodge; and what the game calls parkour moves; holding down the parkour button will keep your fighter in a crouched position, keeping them on the ground, pressing to either side of you will cause your fighter to roll indefinitely for as long as you hold down the button, once released, you'll start to jump again, and finally holding the parkour button against a wall will allow you to cling to said wall, after which you'll slowly slide down the wall as long as you hold the button, you can then press the jump button to wall jump; there's also special moves which require 5 crystals to activate; crystals are gained by attacking your opponent multiple times while airborne, the more hits you get before touching the ground, the more crystals you rack up, once landing on the ground you collect however many crystals you've earned, getting hit before touching the ground will make you drop the combo, and miss out on all the crystals you could've earned, leading to a decent risk VS reward system. But what really makes the game intolerable, are just weird, and bad design decisions that just really make the game frustrating to play. For instance, you can damage your opponent by landing on their head, which doesn't sound too bad, until you play, and realize it trumps literally any other attack! I swear, all my upward attacks were useless because the game would count them as jumping on my head, before it would count my attack, which is just frustrating, the only exceptions are move with distended hitboxes, such as an attack with a weapon, or upwards projectiles, the latter of which being super effective against unsuspecting airborne opponents, making any character with an upwards projectile have an immediate advantage and extra option over their opponents; landing on opponents doesn't do too much damage, but it's very easy to continuously do it, leading to a long combo allowing you to get the aforementioned crystals much easier, this is the absolute BEST way to get crystals; all this leads to a race to get above your opponents, as it's much safer than being below, which causes characters with lower jumps to struggle, and characters with higher vertical movement options at a strict advantage. The dodge is just pitiful as well, essentially being like Melee's air dodge: slow, travels very small distance, and you can only do it once in the air before touching the ground, this makes it extremely limited considering your almost always airborne; I understand they didn't want it to be overpowered by allowing to use it to constantly move in any direction in the air, but they could've at least had some sort of block, or parry to give the player more defensive options, because as of now, you might as well not have any. (At least the dodge doesn't send you into free-fall like Melee) The worst part is, the startup on the air dodge takes way too long, leading you to basically having to preemptively use it so you don't get hit, which can often cause you to use it too early. The parkour mechanic sucks as well, what should lead to a balance between ground and air, just feels like something that has no excuse to exist; the roll for instance, moves continuously in a direction until you let go of the parkour button, making you jump, and sending you airborne once again, meaning you can't go from a roll, to a stand still while staying grounded; the character should stop rolling once the player lets go of the direction they pressed, not when they let go of the parkour button. Characters feel very unbalanced, I already mentioned the advantage you have by having better vertical movement options, but other characters just feel under-powered, like Blockman and Penelope, who are more focused on set ups that take to long to be effective, some characters just feel really awkward compared to the rest, like Commander Video, or Welltaro (Although I might just be bad at playing them), and others are fine overall, but have a terrible super (Like: Kick, and Shovel Knight), and considering you can't turn supers off, this is integral to making a balanced character. Other characters feel over-powered, like Jack, who has a lot of varied attacks that help him get out of basically any situation, and a super that's basically unavoidable that does between 7-14 damage, Diogenes whose hammer gives him ridiculous range, or Teslakid whose down special is just ridiculous. The games unlockables are earned through the in game shop, items in the shop are bought with in-game currency earned by playing the game; for something that sounds so simple, the devs managed to fail spectacularly in this regard. Firstly, the amount of currency earned for each mode is severely unbalanced, for instance: playing a VS match will net you about 39-43 coins, while playing a match in the arcade mode only gets you about 6-8 coins, and playing challenges always nets you the same amount: 15 for beating them on normal, 25 for beating them on hard, regardless of how difficult the individual challenge is; it doesn't seem like any of this was balanced at all, matches that take quick net you more than activities that take longer, and challenges that test your skills more, it should be the opposite. Secondly, the prices in the shop: characters cost around 80-350 coins depending on the character, stages around 40-440 (with one costing 5,000), both of which are pretty good costs for the amount of time it takes to get coins, but costumes cost SO MUCH MORE; most, and I mean a vast majority of costumes cost 2,500 coins, but they can cost less, or EVEN MORE, the true price range is about 340-7,777, on average though, they cost much more than characters or stages cost, which are arguably MUCH MORE valuable than costumes; you might be thinking that these are really cool alternate costumes that completely change the look of the character, but NOPE, they're all just simple pallet swaps, just boring color variations; but there are unique costumes that do change the look of your character, but they're DLC, which is fine if that's how they want to do it, but these costumes are ALSO FEATURED IN THE IN GAME SHOP, no, not for in-game currency, selecting these costumes while in the shop, takes you OUT OF THE GAME, and links you to the steam store page to purchase them; look, if i can't purchase them with IN-GAME CURRENCY, please don't feature them in the in-game shop, just have an extra tab on the main menu for it. Overall, kinda a disappointment, I think the core gimmick could've been tolerable if it wasn't for the other things holding it back; I wanted to like this game, and was excited to play it, but it just ended up feeling underwhelming, and frustrating at the same time.
5.6 hours played
Written 4 years ago

I've never played anything quite like this. It is a platform fighter, so in the same genre as Smash bros, but its rhythms are completely different. Positioning of your character is vastly more important, and some of the fighters play so radically unlike anything in this game's competitors. The Bullet Kin being a perfect example, he plays like he is still in the twin stick shooter he came from. For anyone who enjoys this type of game but has gotten tired of them, Indie Pogo is a must play take on the genre.
78.6 hours played
Written 4 years ago

eye-catching artwork, interesting and fun gameplay, and faithful and true to source matriel. while not as competative as fraymakers and other indie platform fighters it's certaintly one of the most FUN!
2.6 hours played
Written 4 years ago

Auto jumping as an mechanc/gimmik, sounds fun. But it is not. Adding to the bad: the games UI (long annoying animations that can not be turned off),the majority of the characters, need to be unlocked throught mindless grinding and some of the characters seem unfinished or are just not fun to play with. It feels like an early access game that does not know what it wants. I really tried to like this game but it failed nearly all of my expectations. However I still wish the developers good luck with their future projects, everyone needs to make mistakes before they can make something good.
36.4 hours played
Written 2 years ago

Indie Pogo is untraditional, but excels at what it's trying to do. Because of the position the game is in, it's easy to recommend, but makes it hard for me to suggest staying with. I hope the remaining cast comes in soon!
2.2 hours played
Written 5 years ago

I really want to like this game: it's a homage to a ton of great indies with plenty of love and thought put into it. But as a fighting game a la Smash Bros it just kinda lacks. The constant jumping isn't fun and feels like you have zero control over characters, and when you have zero control, your instinct is to mash buttons and hope to land some hits. Once you get past that instinct you're left fighting your own ability to jump as much as you're fighting other players. Trying to make precise movements and button presses in this game is a nightmare - and those are two things that are fundamental to the fighting genre. How about just letting me jump when I want to jump? The only nice thing I can really say about the gameplay is that the movesets are pretty cool. But other than the novelty of playing as your favourite indie characters this game hasn't got much going for it. Maybe pick it up if you think you can tame the clunky controls.
3.8 hours played
Written 6 years ago

Oh man, Take Smash bros. + indie games blend them together and what do you get? another game for shovel knight to appear in? (Blade strangers, indivisible, rivals of aether, (as of this upload Smash ultimate and ironically shovel knights own game aka shovel knight showdown) and, of course runbow, LOOK AT ALL THESE CAMOES, WE GET IT SHOVEL KNIGHT BROUGHT INDIES INTO THE LIME LIGHT YA DONT HAVE TO "SHOVEL" IT IN! not that im complaining i enjoy shovel knight, its just starting to get a "little" overhand, btw cant wait for king of cards and showdown, anyways back to the main review) no, another indie smash bros.? (like i said runbow and slap city) no, its something almost completely original, Its smash bros, but with a lot of jumping! Yay jumping! anyways combat is fun but at times can be a bit wonky (possibly my experience with smash, cant you tell i love smash.) but it feels good with a controller in hand, battles are a bit hecktic with the whole jumping mechanic in play, online, well lets just say you need a discord to access matches, because its a wasteland of nothing for those who dont have discord, I like this game and I hope the online becomes a standard online rather than Discord only, Ill recommend it to those who like Smash, Slap city, (insert another smash like clone) its worth a buy.
1.4 hours played
Written 5 years ago

Okay, the game itself is fun, love the jumping mechanic, ignore all the idiots ragging about how much it ‘ruins the game’, once you get used to it you find that it brings a new depth to the original platform fighter formula and it’s fun for casual and competitive alike, i totally recommend this game..... when it gets finished, the current version has some real problems, the most notable being the awful tutorial that somehow ended up having parts cut from it? It makes it way harder to get into the game then it should, and the default keyboard controls are terrible and make no sense, for a game that relies on you playing it for a while to discover the fun of its mechanics, it shouldn't also be infuriating to get into as a newbie, please fix these issues
46.5 hours played
Written 4 years ago

I honestly would prefer to make this more of a 50/50 review because while there's a lot to like here, there's also a lot that I'm not really sold on. THE GOOD There's a pretty fun roster of characters. Even if I don't know some of them, they're still generally fun to play as, and it seems that generally the devs don't pick favorites, which was a massive problem with this game's competitors (for instance, Indie Game Battle's developers would make their own characters extremely overpowered thus leading to their own characters dominating the meta constantly). The game's campaign is pretty fun overall, and I enjoy that there was a large emphasis on fanservice, ie making the shop and town area come from another indie game. THE NEUTRAL Even though it's often criticized, I personally saw no issue with the auto jumping, and actually kinda enjoyed it, even though it can lead to bullshit sometimes. Perhaps attacks coming out quicker would go a long ways towards allowing characters to escape jump combos because as it stands most of the matches I enter on my own devolve into me getting above my opponent and jumping on them repeatedly. The Super moves feel a little inconsistent between characters, in that some have really good ones, while others have absolutely awful ones. Viridian, for example, has an extremely awful Super move that just makes all characters fall to the ground, while Stardrop's super is a nearly unstopable transformation that guarantees a KO. THE BAD The trophy collection is an absolute nightmare. As a completionist, I find it pretty annoying how low the chance of getting a new trophy when you have most of them. I think the cap for money should be unlimited so that this problem is rectified. The controls are pretty confusing as well, there's not a very clear difference between standard attacks and special attacks, especially with characters like Yolk, which makes it pretty confusing to set up combo attacks. I also kinda dislike how grind-heavy the game feels in general. The money payout is too low and the prices are too high for a lot of the game's content. It's fairly balanced for character unlocks, but for stages and skins, it feels like a lot of this stuff's pretty overpriced. I'd really like to see a lot of these problems fixed sometime soon because there's a really good game beneath these issues.
5.9 hours played
Written 4 years ago

What's good about the game: - The cast of characters is simple, but lovable enough. - This game has a Smash Bros.-esque gameplay that's basically one big Stamina battle. - Some characters, like Orcane and Kick, are easy to pick up and keep playing. - I actually like the auto-jumping mechanic. It makes this game stand out from other platform fighters. What's not so good about the game: - The default controls are hard to get used to. Especially in the tutorial, as they don't properly tell you which key or button does what. - Some characters are an absolute NIGHTMARE to play as. Especially if you're playing as Bulletkin on a keyboard. - If you're a completionist, then this game is a total nightmare to fully complete. - While I like the auto-jump mechanic, some people might find this inconvenient. - Why in the world do you have to unlock characters by buying them in the shop? - Bulletkin. Just Bulletkin in general. Overall, I don't really recommend this game, but that doesn't mean I'm forcing you to not buy the game! It's still fun, despite its flaws.
1.2 hours played
Written 4 years ago

it feels kinda bad to not reccomend this game, cause it is a good game, and I'm sure many will enjoy it, but I honestly just can not stand the jumping mechanic, and the insane input delay. it's just not for me. if you come to this thinking it's gonna be a smash inspired game, it's nothing like that, it's an original fighting game with unique mechanics that I just don't like personally.
1.2 hours played
Written 5 years ago

I followed this game back when it was doing its Kickstarted campaign, and I was really looking forward to play it. A smash-like game with indie characters up? Sign me up! I'm however unable to enjoy this game. Every time I've tried it with friends, we found ourselves very confused and ended up playing something else after 15 minutes. The "twist" of the game, i.e. having the characters jump at all time, is not only not super interesting, it's the prime factor of confusion in any match. In any fighting game, you'll take a match or two figuring out the controls: now try to do that as you're character is jumping off constantly. I think some buttons have different uses depending on the phase of the jump, but I'm not entirely sure. And even when you do figure out some things, trying to aim is a mess. It's silly because I feel like the game would be fixed if the constant jumping was removed, which is ironic because it's supposed to be its unique selling point. But it really wasn't necessary to begin with: I think many people would have been thrilled just having a Smash type of game available on PC, with recognizable indie characters on top of that.
4.2 hours played
Written 2 years ago

Got this game on accident thinking that it was Fraymakers(which looks very interesting) and did not have a great time. I just can't get behind the auto-jumping mechanic.
46.2 hours played
Written 5 years ago

The stupid boss fight is terrible. most of his attacks do over 10 damage (keeping in mind you have 150 health split across 3 lives) almost all of his attacks are homing, if he jumps on you a measly 10 times you die. it just feels like it wasn't designed with the auto jump in mind. speaking of the main gimmick is ok. I don't love it and I dont hate it. The character I play as most is the bullet kin. But its almost impossible to get a good pogo combo with him because of how easy it is to one up him. his jump height is lower then pretty much every character so you can just double jump on top of him. also most of the time his weapon doesn't load and I end up getting hit because I can't attack. over all I like this game some things frustrate me so much that I just cant bother to play it much. That being said after a few days of practice I have learned that you can exploit some patterns on the boss. In fact I take back most of what I said. Playing this game with my friend over remote play has been a blast and learning how to finally play as the bullet kin has been satisfying. Therefore I do recommend this game.
87.7 hours played
Written 6 years ago

Very fun game that gets major free content updates now and then. Obviously it has some similarities to Smash Bros but unlike other platformer fighters I played it does something different by having an auto-jump, it may not sound amazing at first but it makes the game. Characters are also quite fun and creative, especially The Bullet, who can spawn chests that contain random guns.
0.4 hours played
Written 4 years ago

Basically the whole thing boils down to the gimick. Sounds interesting and kinda fun on paper but god it does not work for me.
0.5 hours played
Written 1 year and 11 months ago

For at least the crossovers and interest given by other developers, I must give this a thumbs up. Weird AF platform fighter, I could never get my grips with but I respect it and I certainly respect Lowe Bros for their attempt and random approach. Give it a try/bash you may enjoy. I'm sure I'll personally come back to it for more local games at some point.
57.4 hours played
Written 6 years ago

I'll be honest, I was pretty skeptical on this game. The whole concept of having various indie characters duke it out in a four player battle royale similar to something like the Super Smash Bros. series seems like a cool idea. And then you hear about the main mechanic of this game, being that all characters will constantly jump for the whole battle. At first I thought this might be a hinder to the game as a whole. However, what I found out about this game is that concept of jumping works so well for gameplay. Due to the constant jumping the game feels different then most other smash like games. The game's graphics is very nice, the colors for the characters and stages combine with the sprite work make them feel like they came from the games there are being represent without making them feel out of place. The game will keep on getting updates for things like new characters or modes. overall I recommend this game
788.7 hours played
Written 6 years ago

I've been waiting for this game for my entire life and now I can't stop playing it. Social life? gone. college? dropped. Diet? downhill. Hotel? Trivago. Joking aside this game is tons of fun and the community is very friendly. The developers often show up there to make sure everything is normal and ocasionally have a throwdown with us. Highly recommend.
0.2 hours played
Written 2 years ago

I wouldn't say the main gimmick is as bad as other people are saying in the comment, the real issue is that the game is overall slower than most games. It feels kinda bad, and doesn't really help the heavy hand holding 15min tutorial at the very beginning of the game (before even accessing the menu for fullscreen or disabling rumble) that makes you wonder if it's an indie title or a generic mobile game. It's sad, because the ideas are good, there's potential, but it kinda plays like a game from another era with different criteria of polish and accessibility. And speed dammit. TL;DR : Good concept, speed it up and polish it and you might get something, but as it is, it's a sad pass for me.
2.9 hours played
Written 6 years ago

Has potential and I can see this being a real fun experience with more updates and refining to the controls and gameplay also the final arcade boss is beyond cheap and needs tweaking.
100.5 hours played
Written 5 years ago

You may worry about the constant jumping, but believe me that isn't as much of a problem as you think. The game does take a bit of getting used too, usually around 20 minutes or so to figure out the movement, but after you get the hang of it you'll find there's a wide variety of movement tech and complexity! You can hold your spot on the ground, roll around and your wavedash (this game being a roll kick) basically acts as it's own attack, while throws are turned into dangerous repositioning tools that can leads to strong KOs around the edge of the screen. Not only that, every character is unique and plays very differently with the movement mechanics of the game. Doubly fun with the amazing spritework, this game is absolutely gorgeous, and the attention to detail is great; levels often are given stage variants to freshen things up, with a few being added via competitions within the discord every so often. They all cover a wide range of games of their own, all of which having their own "3 2 1 Go!" screen at the start! It's a nice touch~ The creators and community are very passionate towards this game, with a wiki constantly being updated and tournaments being especially frequent, not to mention friendly costume and stage variant competitions are frequent. It's got a lovely community within the Discord group and the game is very much alive and well; if you can't find matches normally, hit people up in there and everyone is happy to have a match, the devs even hop in and partake in tournaments from time to time! The game also has leaderboards for every challenge, arcade mode and infinite pogo mode, with every character splitting off with their own leaderboards. It can get pretty competitive and you'll always need to check in each day to make sure you're still on top! Honestly speaking, I'd say give it a try and keep up with the game. It's pretty fun and the competitive scene is very dedicated and happy to help anyone with learning the inner workings. Most youtubers don't really stick around to delve into the mechanics, which is a cryin' shame in my eyes. Pick it up when you can, and if it's too much, the game goes on sale very frequently!
53.8 hours played
Written 5 years ago

Fantastic indie alternative to Smash. Gimmick looks scary to begin with, but feels natural and fun to play with. Great roster too. A little light on content in places, but post-release patches have already started fixing that.
22.7 hours played
Written 4 years ago

This game is amazing. a very cool smash like game with characters who should be in smash
16.7 hours played
Written 6 years ago

This game is like Super Smash Bros, with different characters and different features. In this game, your character is ALWAYS jumping, you can't stop it! It is a very cool game, but it's a shame that there's almost no players, so you can only play in singleplayer and with friends. The characters are from another games, like Shovel Knight. If you played Getting Over It, get ready, because one of the characters is the Man in the Pot, Diogenes!!! So, yeah, play it, it's beautiful.
18.5 hours played
Written 6 years ago

The DiveKick of platform fighters: Indie Pogo takes the already simplifed platform fighter and simplifies it even further to an exclusively mid-air crazy fest. From a resource standpoint, it's quite brilliant. Characters are always facing one direction, only a handful of moves are needed, and items are totally irrelevant(because it'd be too hard to grab them). But at the same time this doesn't negatively impact the gameplay itself, which aways remains fast and frantic(untill it's you versus one CPU who would rather sit in one spot all day, but that's something else). About the only negative thing I can say is, it's not fun getting in the mass chaos of four people bouncing in the same spot. That's basically the "blue shell" moment of this game.
2.5 hours played
Written 6 years ago

A neat twist on the smash bro's theme with fun player choices from multible indie and (apprently) phone games. Pretty dam fun for a simple concept. I REALLY hate the coin buying grind as well as it being the only way to unlock literally anything but... its still a good game yall. Not much to do right now and steam is rarely updated, but believe me the dev twitter has everyday activity. Really need to update the steam side though, as a new player i figured the game was dead in the water. Glad to see i was wrong, heres hoping for a new update soon!
32.8 hours played
Written 6 years ago

I really do like this game, its just such a unique concept that works so well and with so many things to unlock the game keeps you coming back. If I did have one complaint though it would be lack of single player modes. Obviously theres arcade and challenges which are cool but considering theres hardly ever people online it would be cool to see a couple more modes. Otherwise the game is great!
11.5 hours played
Written 4 years ago

The game takes awhile too get use to,but when you do Its a lot of fun.
202.8 hours played
Written 6 years ago

Its a good game but it depends what your looking for. If you want a casual fighter that is fresh and unique you will enjoy this game. If your looking for a competitive fighter your not going to get that. Even if your only care about the causal side the game seriously lacks single player content and the gameplay lacks depth. After the first 5 hours you will only go back to the multiplayer stuff which is fun with friends but it gets repetitive after a couple of hours especially if your playing the same characters In short if you have friends to play this game with and you want a new casual fighting experience I recommend this game but don't expect to get more than 15 hours of this game, I would also recommend waiting for a price drop because in the state it is in, the game is too expensive. (Before someone was like "if you think it don't thing this game doesn't have enough replayability why have you played so many hours" I'm playing this game competitive and the only reason I find that fun because I put in the hours to get good at the game because I have a weird motivation to push the game to its limits, which has only lead to finding some cancels with CV, I also like winning and pushing myself to be my best. So yeah that's my ted talk.)
4.4 hours played
Written 6 years ago

First off, before I start this review, I just wanted to say that congratulation for your game release. There's a huge mountain on the road, but you manage to get around with it. Hope this game can stay strong on Indie Community! Also, this is probably my first review I did and I suck at explaining. So, the idea of a platformer fighting games is really popular these days. Ya know, Smash Bros. and such. But the idea of makes the player constantly jumping without stopping just really makes the game feel well pace. Yeah, that simple game changer simply makes the game much fun. It may not be so impact for copetitive scene, but it was for fun and simple. Doesn't have plenty of playable characters, but hopefully in the future, the game may add more rosters. Each characters does have they own moveset for they're respective game (even thought I only know few of them, which I had to research to know the origin). I love the idea of the trophies. Basically just a short cameo of that character with information of him/her and the game they were on. To be honest thought, I do familiar with some of these trophies characters, just forgot about it and reminder me to go buy the game and give a try. Let's just say that this is a best marketing strategy. Lol Nothing much to say about the game, though. But I do have one criticize, althought it's minor complain. The way you get trophies is way difficult that I thought it would, probably there's not much trophies to begin with. Overall, though, I think it's good if you guys had a fun time. I recommended this game for you guys that is love indie games like this one.
1.6 hours played
Written 4 years ago

Initially excited for an indie game extravaganza, I was unpleasantly surprised at how lifeless the overall feel of the game is compared to other games with representatives not their own (namely, smash bros. and rivals of aether). The Pogo idea is fun, but it doesn't work as well as it should, considering these are all indie characters. It feels like they just slapped on direct moves from the corresponding games. Characters don't match a specific playstyle, and because most of the moves you perform are in the air, there are times where you have to time attacks. Which is even harder if your enemy is constantly bouncing around. There's barely a learning curve for newer players because you are always bouncing. There's no safe playground where you can learn. And I'm not talking about a tutorial. Honestly, fuck that. I dont need to be told how to read every time I pick up a book. As for everything else not game wise, the trophies are unanimated and might as well be stickers from brawl. The main menu has more form over function, and barely shows what anything means right away. The only bonus I can say from the menu is that they are littered with other creators that i can only assume had some involvement with the game. But they are still lifeless and blank, and dont help telling a player where they are. I don't know how small this game's team is, but this was a disappointment. The most I can say about it is that it's better than Shovel Knight Showdown.
6.7 hours played
Written 4 years ago

This game is awesome i love it so much but it can used cuphead & Undertale in this game!!!
56.4 hours played
Written 5 years ago

Fun platformer game - talking to people on the Discord amplifies that feeling, and the fact that this game keeps getting content - for free, mind you! - is a really nice thing to me. It's not bad as a game itself, either, the jumping mechanics work much more than you;d think they would. edit after three years: i think theyre done makin content. dead game, was novel five years ago, dont bother unless you know people to play with
7.1 hours played
Written 5 years ago

Indie Pogo is an arcade-style fighter game similar to Super Smash Brothers. There are a lot of recognizable characters and references that bring the game to life. The game is a lot of fun to play with friends and family while bouncing around and beating each other up. Though, this game is still very rough around the edges with a lot of weird glitches and oversights. I found a glitch that made the game's sound stop working and another that I encountered that when a certain character was selected, you would be playing as another character. Besides this, some of the combos are a little unbalanced. Some characters are more capable and powerful than others. There are a lot of cheap damage combos that you can pull off that disable your character from moving or even responding to what is happening on screen. Also in my personal opinion, in Blockman's singleplayer boss fight you fight a purple cyborg that resembles Mega Man (i don't know his name off the top of my head). This boss fight is nearly impossible, no joke. It starts ok, but 30 seconds into the battle, he starts doing some moves that are questionable in fairness. He has a move when he shoots out bombs from his hand and is very hard to dodge. He tries to pogo you, which each stomp does 5 damage and then he pulls off a 4-6 hit combo and knocks down half your health. Each hit from his pogo also makes you flinch so as you try to escape this move he slides over and starts this stupidly powerful move. Overall the game is pretty decent, great visuals, stages, music, and characters. But this game needs some work. I hope these things get fixed in the future. 6/10
1.8 hours played
Written 6 years ago

Edit: Ok so this game has been updated and now has more moves which was my main problem, so i re-purchased the game and had a good time ill leave my old review up if anyone decides to read it "As a fan of platform fighters, i thought this would be a nice game to get. The concept of it is interesting but torture to me. having each character getting a total of 6 moves seems kinda small to me. For me, being able to combo is my favorite part of platform fighters but i couldnt find any way too combo."
13.8 hours played
Written 6 years ago

The gameplay mechanic of the character jumping around like they're on a pogo is actually really fun. If you want online multiplayer, chances are you'll have to head to the Indie Pogo Discord to get a match going.
0.7 hours played
Written 6 years ago

This is a game that is very difficult to review because of its very unique mechanics. It's most comparable to other independently developed platform fighters like Rivals of Aether and Slap City, but it still has numerous differences. Unfortunately, the game's problems is very easy to nail down. Unless you are an extremely casual player of platform fighters and/or you have enough friends to always play with, you'll find little enjoyment. The controls and general gameplay are very simple which makes it easy to learn, but in single player, is monotonous and gets stale very quickly. I really wanted to like this game, but playing it for the time I did and I already have no desire to play it again. You might find more enjoyment in it, but to me, there's just much better options. I recommend the two aforementioned games much more highly.
17.3 hours played
Written 6 years ago

1 Year of wait 1 Year of hype 1 Year of promise 1 Year of wishing i had money to back the game 1 Year of fear, and doubt because of constant jumping and the best part is... 1 Year of unwasted hype. Pros... This game is amazing, the constant bouncing is verry fluid and smooth, it makes the game fresh. The combat in general is verry fluid and smooth with your typical "easy to learn, hard to master" style. Having to unlock extra content (and there's a lot of extra content) feels necesary and fulfilling. Net code is really well done (only monor lag here and there). The amount of content fits the price tag (this game should be priced at 20$ for the amount and not 15). Each character feels unique and challenging in there own way. You can turn off stage hazzards if you're feeling competitive. Each stage is unique with its own liitle hazzards, themes, and sometimes mechanics (like the stage you paint by jumping arround). The devs are really open and freindle along with the comunity if you're on there discord. Con(s) The arcade felt a bit lacking and bland and also the final boss is a bit cheep than actually dificult. Other than those little things, the game is amazing and worth every penny. Note: I can easily see this game getting a competitive scene because of how fair and serious it can be. If you're looking for a game to get competitve with either your freinds or just in general, this game is seriously for you. Although it lacks any actual comp. game mode, it can still get prety serious at some (if not most) times.
6.4 hours played
Written 6 years ago

I only played a few online matches and some single player mode and it's great! 10/10 no doubt! The jumping mechanics may take some getting used to but it's great after a while. There's more depth in the fighting than it looks.
72.6 hours played
Written 6 years ago

Was skeptical at first, considering the wacky mechanics and being unable to find a non-laggy online match. Then I found a 1v1 match with a awesome dude and we played for like 2 hours. Now I love the game to bits and can't wait to play with some friends locally. Gameplay is awesome and its super fun to play. Can't wait for more characters (there is 14 right now) and more people to be online! You can still find matches (the official discord helps a ton with this, super friendly and has devs online as well) tho!
1.0 hours played
Written 6 years ago

This game just isn't really that great. I really wanted to like it, but it's just not for me. It's like smash bros, but every character is on a pogo stick and is constantly jumping. You have little to no control over jumping and very awkward attacks. Every character seems really unique, but they all pretty much play the same. The game is just overall clunky and not very enjoyable. I feel like I wasted an hour of my life to this game, so I already refunded it. Try it for yourself if you want, I just really really didn't like this game. Thanks for reading my review!
60.3 hours played
Written 6 years ago

Imagine this, you wake up in a cell with one other man, the man looks dead and you have no idea how you got into there. You have a note and it says "toes or no" you notice the man nearby has shoes on and you dont, you walk towards him toes with your bare feet on the cold, rough ground. Every step you take, you feel a dark gloom over you, getting colder and colder the more you spend time in the cell. The man breathes out "Liick the tooeeessssssssssss." You do as he says, the cell moves with every lick you make onto his dark, muddy toes, but not only does it move, you also feel something you never really felt before and that is "LOVE." Which i have for this game, keep it up and I can't wait for the updates!