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People getting furious they get let down by their team...

Firstly, it's day 2 so 90% of players are total noobs and will work it out in time.

Secondly they add a bit of variety rather than just racing or staying alive. Each round is no more than 5 minutes, just join another game if you lose.

Thirdly, as a reality check you're playing a game where 60 brightly coloured, fancy dressed, jelly beans with no sense of balance and a terrible running technique move around what is effectively an equally brightly coloured crazy golf course avoiding giant fruit and chasing after mini eggs and feather duster tails. If you're treating this like the Olympics then you're in the wrong mindset.

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over 3 years ago - /u/FallGuysJoe - Direct link

Interesting discussions here!

For a bit of context, we feel like team games were important for a few reasons.

  1. The vast majority of players in our playtests enjoy them! It can seem like most players hate them when you go onto forums but the online community tends to represent a loud, very competitive, but ultimately small community. We have to make sure we balance this feedback with the unspoken majority too, and so we have analytics that will be tracking things like quit rates etc. that we'll be using to make decisions around things like this.
  2. The chaos of bumbling Fall Guys trying to do complex tasks together is just inherently funny and really does capture what we're trying to make here. Tellign people to 'take things less seriously' is not the right advice as it devalues the way they play games, but we do genuinely think that this sudden 'ok now struggle to work together ' is part of what makes Fall Guys so unique.
  3. As mentioned below, it gives lower skilled players a chance to progress as part of a team. We want Fall Guys to be accessible for lots of players, and we like the way it gives people the chance to qualify who tend to go out in the 3rd/4th round.
  4. It allows us to do 'scoring' rounds in a simple way that doesn't need 60 player's scoring UI on the screen at once. Pretty quickly we found that this opened up a ton new ideas for us and gave us a lot more flexibility as a design team. That's not to say we'll never ever do a FFA scoring round, but hopefully it gives some context. We think the variety of rounds they bring to the game really helps the play experience overall and is a worthy trade off for the occasional frustration of having a useless team.
  5. It slightly encourages players to party up. This is generally just good for the game's eco-system as a whole (but is ultimately not super important compared to the other points).

This all being said, we really like the idea of doing a 'pure solos' or 'Gauntlet Only' playlist in some form down the line, so if team games aren't your thing there should be events/modes that appeal to you in the future. We're still figuring this out and timelines are up in the air given launch craziness, but don't worry, we ARE listening!

over 3 years ago - /u/FallGuysJoe - Direct link

Originally posted by FL4KTheCritMaster

Can you guys please fix the bug of fall ball being picked with a odd amount of people? Its annoying and the most unfun thing ever after spending 10 mins to get to the part where it should be the final, playing, and then getting fall ball and being 1 player short and losing. Its dumb and shouldn't exist and should of been changed in play testing

This is on our list of things to get fixed ASAP

over 3 years ago - /u/FallGuysJoe - Direct link

Originally posted by Icy_Concern

The vast majority of players in your playtest is still a much smaller number than what you think is a vocal minority, you've received so much love for what you put out yet there is one resounding criticism and that is that the team levels suck, ruin the flow and being disqualified for something ENTIRELY out of your own control is not fun or fair in any way

I enjoy this game and I want it to succeed and have a good life but there's been other game devs who dismissed criticism as a ''vocal minority'' and only started caring after the playercount dropped far below a healthy number, aka when its too late

The only way you could make team levels enjoyable for your playerbase(not your playtesters, your playerbase) is to make sure its only ever two teams going at it with an even amount of players, pretty much all of the current 3-4 team levels can be refitted for that purpose and suddenly there's a lot more balance and as a result a lot more enjoyment, at the bare minimum atleast make them far less common than they are now

There is no fun in ''struggle to work together'' because of how the 3 team levels work, two teams get an advantage early on and then bully the already losing team, struggle as much as you want, you're not making that comeback and oh, you're eliminated

But oh well, just queue up for another run right? Games fill quick anyway, oh, its back-to-back team modes, yay

Speaking of quitting, I don't think looking at quit rates is what you should be doing when looking at what to tweak, nobody quits because then they lose out on their earned rewards(and if thats not the case then atleast thats what they think happens, still prevents them from quitting), they just give up and stand around and in the worst case scenario give up and start actively griefing by grabbing teammates/people who are still trying to win

Please pioritize that playlist that you really like the idea of, its desperately needed and could make a huge difference in player retention

hey, thanks for taking the time to write this out.

The feedback we get from Reddit is totally valid and you're right that players here do represent a significant chunk of our fans. But, it does not represent ALL of them, so we need to be careful not to make snap decisions based on what's posted here.

You don't find team games fun, that's OK but I just want to make it clear that lots of people DO find them fun. We're keeping an eye on things like team-ganging to see if they become predominant strategies but the game has only been out for 2 days. We want to see what develops there and from our observations so far it's not enough of an issue that we want to take action there right now. We might in the future though- it's tricky because our playtests of two-team games like egg scrambles weren't as fun as the 3 player versions; things tended to skew one way and never go back, whereas 3 team version were more chaotic, less predictable and ultimately more fun.

I think what we can do is make sure that as many people as possible get to play a version of Fall Guys that they enjoy, and down the road I'm sure we'll do a more competitive 'solos' round

over 3 years ago - /u/FallGuysJoe - Direct link

Originally posted by Fedor1

Hey, thanks for the detailed response. Just a thought on your fourth point, instead of having the UI cluttered with 60 scores, each person could have their own score, as well as X amount behind first place, or X amount ahead of second place. That way, there would only be 1 score on the screen, but you could still know where you are in comparison to the rest of the lobby.

Yeah, you're right, we could totally figure it out! Ultimately this was just one of those things that we had to drop for launch due to time constraints but I'm sure we'll bring it back in some form one day.