Original Post — Direct link

I’m writing this out of sheer disappointment despite having just won a crown seconds ago. This is not what I should be feeling. Mediatronic, you struck gold with this game and you’re ruining it with incompetency, absurd choices and lack of awareness. I’m gonna tackle this from least egregious problems to most:

  • Themed seasons

Simply put, there are really only two choices here: either you re-skin every map to match the season’s theme or you stick to the original style and forget about themes. I didn’t follow S2 development too closely so I incorrectly assumed all the maps were now going to be medieval themed and boy was I wrong. It’s jarring and the only way this problem goes away is if by Season 5 we have an almost even number of different themed-maps. But right now you have 25 normal maps and FOUR medieval ones. Speaking of which…

  • Very few new maps

Everyone’s already talked about this so I’m going to keep it short: adding only FOUR new maps was absurd. I thought we were getting a whole new map rotation especially considering how long S1 took but all we got were two new concepts and two recycled ideas based on absolutely no one’s favorite maps. Fall Guy’s success is going to be based on map rotation since learning the existing maps makes traversing them an unconscious, dull process.

  • Easy fixes being completely overlooked

I don’t understand how we’ve made it this far without having the username and friend spectating issues resolved. I’m not a game developer by any stretch but I can’t imagine this is something that’s hard to implement. Someone please tell me why these two things haven’t been tackled. Please.

  • Maps based on broken mechanics

Fall Guys has a HUGE problem with grabbing. I would’ve thought that was a lesson learned from the overwhelmingly negative response you got from Tail Tag/Royal Rumble. Not only has this not been addressed in the slightest, now S2 has a map based on ANOTHER broken grabbing mechanic: ledge grabbing. Wall Guys is not a mess because of people sabotaging you with moving platforms, it’s because grabbing a ledge is so unpredictable and frustrating (not in the fun way) that it sucks the enjoyment right out. I don’t know how a map like this gets out of the testing phase without someone pointing out how it simply doesn’t work as it should.

  • Fixing what isn’t broken

This is what frustrates me the most. You have maps such as Perfect Match, Egg Scramble and Royal Fumble which the community almost unanimously hate, but you decide to tinker with the maps almost everyone loves. I just won a Jump Showdown finale and it was by far the most boring finale I’ve ever played. The bottom bar was so slow the only way I risked losing was if my controller’s batteries died on me. This used to be such an exciting finale so WHY did you have to mess with it. Again, how did this get past a testing phase without ANYONE pointing it out? And what you guys did to Hex-a-gone was completely unnecessary and even worse, unasked for. Don’t touch what’s already embraced by the community.

  • Bad maps

I’m no longer confident in the team’s ability to make good maps. Season 2 has one aggressively average map and three bad ones. The base games consist of three really fun games (Hex-a-gone, Tip Toe and Slime Climb) and a slew of meh to mediocre maps.

However, I still believe that Fall Guys is DROWNING in potential. There are so many people on this subreddit coming up with concepts for maps that I’m sure would be hits but it seems like you’re not even noticing this. A map editor ala Little Big Planet or Mario Maker might be in order if this trend continues.

I still love this game and I’d hate to see it die before the year ends but it seems to be going down this path. It can still be salvaged but you need to re-invest the money you’ve made thus far to liven up what you’ve created.

EDIT: I stand by my love for Tip Toe.

External link →
over 4 years ago - /u/OliverAge24Artist - Direct link

Hey!

I'll address a few things as best I can!

Firstly, thanks a lot for the feedback!

1 - Themed Seasons and new maps. I'll address these together, as I think they're linked.

I think we definitely want to keep up the themed seasons, but I totally get your feedback and I can see that too. The thing is - It took 2 years of development to create the game - that's 24 months, and we had 25 levels. Season 2 was 2 months of development and 4 new levels. We do really want to increase this though - and we're in the process of hiring more people. Hiring people takes a lot of time - while we're all doing our normal jobs, we also have to make time to interview people, and then offer them jobs - and then wait for their notice period before they're able to join - which is usually a month or two. It's not something that's instant, but we're SUPER on it with making sure we hire the correct people. Once people have joined, there's a bit of time of them getting familiar with the project too. I know we keep saying we didn't expect so many players - but we really didn't. We didn't know the game was going to do as well as it has done, so we're still working to the original plan we had, while we ramp up to a new plan. It will take a couple of seasons for us to really get up to speed and adjust to the popularity of the game.

The awesome thing though - Mediatonic and Devolver are fully committed to building Fall Guys into a game that is around to STAY. It's not over... we're just getting started. In many ways, I imagine this is the smallest Season update we'll do...

We also have 2 new maps to drop mid-season...

2 - Easy fixes being overlooked. This one is an issue - and we've all realised that some simple things are being overlooked. For example - spectating friends first. This was ALMOST in the game - there was a merge request for it... There was an issue with it at the time though, so it didn't quite make it into an update. Since then, everyone has been so focused on the new things we wanted to get in - that nobody checked back what the issue was with that specific merge request. We have someone working on the spectator camera right now though, so it will hopefully be included in the next update. Playing the game as a team, it's something that drives us mad too - toggling through the camera to find your friends. Obviously, it doesn't make the game unplayable, and it's not a CRITICAL BUG, but it's really annoying, so we need to make sure we stay on top of that stuff too, alongside bugs. We're hiring a couple more Community Managers, which will free me up a bit more to really make a case for community issues within the development team, and really keep tabs on things that are painful for our community, and make sure they stay high priority with everything else we're working on.

3 - Maps based on broken mechanics. With Wall Guys - it was actually a level that we'd tested a bunch before launch, but it wasn't quite ready to go for launch - so it was worked on, refined, and arted for Season 2. We still think its a fun level, and hopefully, we can keep improving the grab mechanics and latency issues. The devs were discussing changes the settings on grabs so that the server isn't quite as forgiving when it validates whether a player actually grabbed another player or not. It's an issue with all online games - the things you see on your screen are never quite the same as what other players see - you've got their ping, combined with your own ping. The server then tries to balance out these differences, and then feed it back to you. That's why it always looks like you grabbed other people's tails - but other people seem to be able to grab yours from further away. Back to the map designing though - I won't speak on behalf of the designers, but I imagine they'll now be designing future levels, keeping in mind which mechanics work the best.

4 - I'm not sure why the changes were made specifically to the existing maps - I imagine there was solid thinking behind it - or it was things we intended to be in for launch but didn't quite get in. We're listening to feedback though, and if we didn't quite get it right with some of these changes, I'm sure we'll take that on board. We did do two sets of Beta tests for the new levels and collected all of the feedback - so I can only imagine that we didn't see the same issues in our beta testing as we did once we've put the Season live. I've seen the side by side of the colours in hex-a-gone and I can completely see now how it would be harder to see what's going on. I'll pass that all back to the team and show them the image and context too.

5 - Bad maps - Honestly, from running the twitter account... I've seen as many people say I HATE ROUND X, as I have people say I LOVE ROUND X. The nature of the game means that some people's favourite rounds are other people's least favourite rounds. We're monitoring all of this really closely though. You mention Tip Toe being one of your favourites for example - I can find you hundreds of tweets of people saying they absolutely hate that round lol. Hopefully, as we keep adding more and more rounds to the game (Hopefully at a faster and faster pace) it'll get to the point where you're constantly seeing different rounds.

To end on - Super appreciate this feedback! A lot of it comes from how small our team is, and the fact that we're still trying to grow the team - but making sure we hire the best people.

Hope this reply is useful!

Thanks!

over 4 years ago - /u/OliverAge24Artist - Direct link

Originally posted by ahmed11037

So let me see if i understood this right, wall guys was ready for launch by you delayed it to "fix it" and 2 months later it's still a broken mess.

if that doesn't show you how poorly the mediatonic team is managed I don't know what will.

also, love that the s2 trailer says "more levels on the way" trying to stay as vague as possible when it's just 2 new levels, I guess to try and keep more players from jumping ship

More levels are on the way - it could still change.

You're twisting my words by saying it was "ready for launch"... because it completely wasn't and I literally said it wasn't in the post that you replied to.

It had no artwork and hadn't been playtested as much as the other levels.

For what it's worth, lots of people are enjoying Wall Guys - not everyone is calling it a 'broken mess'