I went in expecting five minutes and a snack break. I emerged two hours later, muttering about frame data and whether my cat could learn wavedashing. A FEW QUICK MATCHES is exactly what its name promises: a compact, frantic platform fighter that gets to the point. It’s loud, fast, and oddly addictive — the kind of game that makes you question choices like “I’ll just play one more” and “I’ll stop after this set.”
Overall Impressions
Studio Bidou has delivered an indie love letter to stick-fight flash games, polished enough to feel modern without losing that ragged, joyful energy. What stands out immediately is the game’s tempo: matches are short, inputs are forgiving, and momentum swings feel dramatic. It nails the arcade-y thrill of landing a clutch edge-guard or a perfectly timed reversal.
Where it falls flat is mostly in the edges: the online netcode can be uneven on launch nights, and the onboarding is minimal — which is a feature for some players and a frustration for others. Compared to Rivals of Aether and the Smash-like crowd, A FEW QUICK MATCHES sits closer to the “pick up and play, keep playing” end of the spectrum. It’s less about layered systems and more about flow and feel. For folks who treat fighting games like a calculus exam, this may feel shallow. For everyone else, it’s pure, immediate fun.

Gameplay Mechanics
This is a platform fighter distilled to its essentials: tight movement, crisp aerials, and a surprising focus on positioning. Characters control with a satisfying snap — dash-cancels, aerial drift, and short hops all feel weighty and precise. Combos aren’t a laundry list of inputs; they’re about timing and exploiting momentary advantage. The hitstun windows are generous enough to create hype moments, but not so generous they turn every skirmish into an infinite juggling showcase.
There’s an initial “this feels clunky” hump, which matches what a lot of players wrote: you think it’s trash, you play it, you get good. That’s intentional design. Basic success comes from learning the game’s rhythm rather than memorizing frame-perfect strings. Special moves are varied but balanced; each character has a clear identity without stepping on another’s toes.
Where the mechanics wobble is in the online experience and some matchup clarity. Lag spikes can turn a perfect read into a complaint to the void. Also, a few characters have tools that feel awkward to counter until you’ve seen them enough times. Studio Bidou is already promising Workshop support and future balancing patches, which could cure a lot of growing pains.
Story and Characters
Don’t buy this for the narrative. A FEW QUICK MATCHES is character-driven in the way a playground fight is character-driven: brief, personality-laden, and better in small doses. The roster is a grab bag of archetypes given small but charming personalities. Characters aren’t deep, but they are memorable — the game leans into silly interactions and punchy introductions rather than complex lore.

The world-building leans flash aesthetic: simple scenarios, bright arenas, and enough visual silliness that you smile when someone techs your smash with an absurd taunt. If you want a Hamlet-style character arc, look elsewhere. If you want a cast you can immediately poke fun at between rounds, this fits.
Visuals and Graphics
The “flash-inspired spectacle” tag is no marketing bluster; the art hooks you with minimal strokes and maximal expression. Characters are stylized, almost stick-like at a glance, but with expressive animation that sells each hit and react. Stages pop with color and readable hazards. There’s less texture and more clarity — a deliberate choice that keeps the focus on gameplay.
I appreciated how the minimalism supports readability in chaotic moments. Particle effects are used sparingly but effectively; the screen never feels cluttered. It’s charming, efficient, and exactly what a fast fighter needs.

Sound and Music
Punchy sound effects punctuate each exchange. Hits sound meaty, landings thud with satisfying weight, and special attacks have distinct tones that help you track action without staring at the HUD. The soundtrack leans chiptune-industrial, with tracks that loop without becoming grating. There’s no overproduced voice acting, which suits the game’s arcade spirit. Overall, the audio supports the game without trying to outshine the moment-to-moment play.
Difficulty and Replayability
This is where A FEW QUICK MATCHES shines. The learning curve is approachable but the skill ceiling is higher than it first appears. Matches reward practice, reads, and the kind of muscle memory you develop by playing “just one more.” Local play is a joy; passes of chaotic four-player free-for-all are as fun as tense 1v1 sets. The current player feedback mirrors that sentiment: people describe the game as addicting in the best possible way.
Replayability is also boosted by the community energy. Players are already excited about modding and Steam Workshop integration — one reviewer outright said that with Workshop, it could be hard to go back to Rivals of Aether. That’s high praise, and while I would not swap one for the other yet, Workshop and consistent balance patches could push this into long-term competitive relevance.

Trivia / Behind The Scenes
Studio Bidou developed and published the game themselves; it’s a small indie team that leans into that scrappy, experimental energy. The release on Aug 5, 2025, arrived with “Very Positive” reviews and an enthusiastic community. There’s visible interest in crossovers and mods; players have already been celebrating expected partnerships like a playful crossover with Yomi Hustle, and the devs have hinted at ongoing content support. The studio’s name — Bidou — feels apt if you like the idea of creative tinkering, and the game wears that tinkering well.
Final Thoughts
A FEW QUICK MATCHES is not trying to be the most serious fighter on the block. It’s fast, fun, and full of moments that make you grin and then immediately want a rematch. It’s modest on story, bold on feel, and promising in its future with community tools and balancing. If you want a tight, immediate platform fighter for local chaos or quick online sets, give it a shot.
Rating: 4 out of 5 stars
Pros: Immediate, addictive gameplay; clear visuals; great local play; strong personality.
Cons: Online inconsistencies at launch; limited onboarding; room for balance polishing.
