Poly Fighter Has Potential, But Its Combat Needs More Depth

Poly Fighter Early Access

Although fighting games are fleshing out their single-player offering, they tend to remain a multiplayer-focused experience. Poly Fighter aims to flip the script with its roguelike formula built specifically for solo players. Will this daring approach to the genre result in a knockout experience, or will it fail to capture the thrill of the fight?

Poly Fighter has a great concept. The roguelike structure truly lends itself to the formula, creating the notion of gaining power the further you progress. At each point, you can select who to fight next, eyeing up their abilities to influence your decision. After claiming victory, you can then select a skill or move from their arsenal to equip as your own. This can be new attacks, levelling up existing ones or defensive manoeuvres. The game also features a risk-reward dynamic, as fighting elite characters yields bigger rewards. Throw in upgrade routes and healing stations, and there’s plenty on offer to make each run feel fresh.

Building a Roster

Completing objectives will unlock additional characters. Each member of the roster in the Early Access build is distinct, with unique fighting styles that encourage you to experiment with different approaches to combat. While they look and play differently, they follow genre tropes, making them feel derivative. Tried-and-tested moves make characters feel familiar, countering the fresh and dynamic roguelike system that they are a part of. While each personality looks the part, they lack the same innovation as its gameplay loop.

Fighting games can be tough for newcomers. The number of systems combined with the muscle memory of veteran players can make any battle a daunting task. Poly Fighter counters this with its pacing. As you progress, your moveset develops, giving you the opportunity to perfect techniques before adding more. It’s a clever system that lowers the barrier to entry and also works with the roguelike formula. Losing a round means you lose a life; due to this, you must select a path that supports your style of play. If you’re struggling, then you can opt for health options, whereas confident players may opt to increase their attacking proficiency.

The arena is where the problems arise. Combat is basic, with punch and kick combinations not possessing the fluidity seen in its competition. This bleeds through the entirety of fights, with special moves lacking impact. Everything feels a little sluggish, and spammable attacks are too easy to rely on, reducing the need to experiment with different combos or strategies. Although newcomers will be able to quickly engage, seasoned fighters may grow tired of its simplicity quite quickly.

Missing the Mark

The chunky low-poly character designs look great, modernising the PSX-style visuals. This is enhanced with strong lighting that helps to deliver a fun and original aesthetic. Accompanying particle effects hinder the visuals, making some maneuvers look a little messy. Regardless, the design is strong and gives the game its own personality in a crowded genre.

The roguelike system in Poly Fighter is a great idea with real potential; however, the combat needs more time, as it currently lacks the depth required to make this an experience that can stand the test of time. Due to the basic mechanics, it can get repetitive, and fights can quickly turn into button-mashing battles. With more refinement, this could become a compelling fighter. For now, though, it feels like a promising concept that needs more work before it can deliver a truly engaging experience.

***Steam code provided by the publisher for preview***