A fan-inspired arena platformer built with Godot 4, following Super Mario War conventions. Battle in fast-paced multiplayer arenas where the goal is simple: stomp your opponents by landing on their heads while avoiding getting stomped yourself. Navigate 32×32 tile-based levels with precise platforming controls, one-way platforms, and hazards.
Current tile map test level with 7 cpu players
- Tux: Player character
- FreeBSD Beastie: NPC
Controls
- Move: A/D or Left/Right
- Jump: Space or W
- Turbo: Shift
- Drop through platforms: S+Space (Down+Jump)
📖 Complete Documentation - Comprehensive guides for developers and level designers
Quick Links:
- Level Design Guide - Create levels for Super Tux War
- Character System - Component-based character architecture
- Contributing Guide - How to contribute (includes needed assets list)
- Roadmap - Feature roadmap and development priorities
We welcome contributions! See CONTRIBUTING.md for detailed guidelines.
Quick summary:
- Fork → feature branch → PR
- Follow GDScript style guidelines
- Test thoroughly (with 1 player + 7 NPCs)
- Keep PRs focused and small
- See CONTRIBUTING.md for what we need (assets, features, etc.)
By contributing, you agree to license your work under the MIT License.
- Discord: Super Tux War
- Inspired by community-made arena platformers like Super Mario War.
- Thanks to all open-source contributors and tool authors (Godot, LibreSprite, etc.).
- We do not use actual third‑party logos. Characters and items are original, non‑confusing stylizations to avoid trademark infringement and usage restrictions.
- No Nintendo IP.
- Attributions are included in-source and/or in-game where required (e.g., if any artwork derives from assets that require attribution). If you contribute assets needing attribution, include the attribution text in your PR.
- By contributing, you agree your code and assets are licensed under MIT for this project.