When it comes to games focused on goofy fun, is the new kid on the block. Developed by Lightfox Games and published by Mad Mushroom, this goofy party brawler bears an obvious resemblance to cartoony physics-based titles like and, throwing twenty players into an arena to duke it out in various challenges. It's easy and free to pick up and play, and the element of chaos means that even newcomers should have a good chance against veterans.
It's a genre with a lot of appeal for streamers and their viewership, and is making strides to leverage that. Mad Mushroom is the publishing arm of creator group OTK, with being the first game to release under the label. A stream queue system stands out as a way to make arranging games with viewers simple, and daily events and new game modes could keep the experience fresh.
Ahead of 's launch, sat down with Lightfox Games COO & Product Jordan Arnold to talk about what the game does differently and how its future could unfold.
Screen Rant: Rumble Club is a physics-based party brawler. In a market with a lot of quick pick up and play options, What are you hoping players gravitate to in this one?
Jordan Arnold: Yeah, so there are a ton of games in the space that are kind of physics-based party games. I think the biggest differentiator that we wanted to have for from the beginning was making it really PvP-focused. A lot of the kind of other games in market are multiplayer, you're playing with a bunch of people, but at its core, the gameplay's PvE. You're trying to race to the end of a map, or it's externalities that are affecting you.
And in, we really wanted you to impact other players and vice versa. We think that has more opportunities for hilarity and long-term play, because whenever other players are in there making their own decisions and kind of shifting the meta we think there's a lot of fun there.
So I hope the players find kind of like, silly and fun opportunities with friends. Team game modes is also something we're leaning into a lot, so you can actually play with your friends on a team working together. And yeah, those are kind of the big focuses are fun, silly physics experiences — knocking out other people with your friends.
How did you decide on the balance of the 20-player lobby size for this?
Jordan Arnold: Some of it’s initial technical limitations, just trying to figure out what we feel like we could provide at a really high fidelity across devices. is also, from the beginning, a cross platform game on mobile and PC.
And that was, I think, also a big differentiator for us in market, is from the beginning we kind of had this mantra of “ ,” where any device that could possibly run, we’d love if it could be there. We're launching on PC and mobile
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