Jump Showdown isn't exactly new, as it was in the second to last beta. I don't think we know why it was removed from launch.
Jump Showdown isn't exactly new, as it was in the second to last beta. I don't think we know why it was removed from launch.
Maybe we deliberately cut it to give the illusion that we're adding content quickly because we're an evil corporation.
Or maybe we're just a bit useless and accidentally removed it from rotation during a bad merge.
I guess you'll never know.
Reduction in royal fumble as the final mode!!
The main aim here is to remove the Fall Ball -> Royal Fumble predictability that we've seen cropping up. Ideally the next round should always be a bit of a mystery!
I just wish the mountain was more difficult, which I think is a change they said they're looking at.
As soon as you breakaway from the group you're kinda home-free for the most part. I wish it was a longer map with more obstacles to really punch home that final round feeling.
That being said I prefer the mountain to Hex-a-gon though because that one just totally nerve-wracking and panic inducing when it lasts too long.
Can confirm, we're looking at it!
Still no invert Y-axis on PS4?
This will be going in very soon, we just wanted a little more time to test it before sending it out into the wild.
in my opinion, fall mountain should be the culmination of all the skills you've "learned" in the other race stages. epic and "multi-staged", like the aggrocrag from Nickelodeon Guts or The Eliminator from American Gladiators. it should reward knowledge of game mechanics, like how to avoid losing speed after a big jump that might stumble you, how to use diving to get that little extra bit of distance. throw in some of the obstacles from slime climb, like the yellow tube/cylinders that you can fall off of, so that the player sees them and thinks "i know how to handle these now". there needs to be more obstacles that the player can either choose to go through slowly for low risk or fast for high risk high reward. more things you have to balance on are good.
yeah totally agree on this one! I've mentioned this before but Fall Mountain was probably the...3rd Round we made internally I think?
Ultimately what happened was that we reached the end of development and realised that Fall Mountain was no longer the epic finale it was to begin with - we're working on upping the ante a bit but it's probably going to be a while before players really see the fruits of this.
Can we fix Fall Ball starting with Odd players? I've had it three times today with lopsided teams and it's super disheartening.
Congrats on the successful launch though I'm having a blast otherwise
Fix is in testing currently!
Addressed some collisions in Block Party allowing players to bypass the blocks
Is this referring to people cheating by getting up to the sides? Are they going to make it so you slide off if you try and get on the wall?
Yep. Just extended the wall collision so you won't be able to get up at all
I have never encountered that level during the beta, so I have a question: Since the platforms drop one after another, can you just be SOL by standing on one of the last ones and not having another platform in range when your own is about to drop? Or are "islands" safe?
There will always be 2 platforms left. So you should be at least able to jump dive to a guaranteed safe section before the last one falls.
speaking of Mystery...
Any chance of adding some randomization into the gate timing/speeds of Gate Crash?
I find myself defaulting to a certain path each round, so the only time I'm 'engaged' is timing the last slide & jump.
On our list!