Fall Guys

Fall Guys Dev Tracker




19 Aug

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Originally posted by heartbreakhill

Is it a pretzel or cinnamon on Fruit Chute?

An After Eight

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Originally posted by BlowinSmokeSignals

People crashing the servers to grief Tim haha

I'm watching! Absolutely insane what's happening.

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Hey!
Tweeting this out has slipped through the net but we've removed it while we fix the infinite hang issue.

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Had a brief outage but things are recovering!

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These tweets should be taken with a grain of salt, we know we're nowhere near LoL in terms of clout at the end of the day! We're also talking to a lot of these devs behind the scenes so it's all in good faith!

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Originally posted by supremezenitsu

They really should have a preview in the shop. Expecting people to spend 4 crowns on something they can't see is kind of absurd.

Coming soon! Was a really tough decision to cut this but ultimately we felt like we'd rather have 'celebrations but no preview' than no celebrations at all!

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Originally posted by Herman-The-Tosser

I'm pretty sure it's 20 maximum for finales. It certainly is for Hexagone because there are only 20 starting platforms.

Currently they're set to 20, yes, but we're looking at reducing them slightly and trying to unify the flow a bit more.

Generally the 'Director' (which is what we call the system that picks rounds) aims to ensure a 5 round tournament if possible, which is why players often see 20 player Fall Mountains, or the infamous Fall Ball 4th round with 10 players.

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Originally posted by stefanopolis

The idea is good but I would add another element, especially if it’s meant for a small number of players. Everyone runs at the same pace so you need something else to help give you an edge or add randomness, otherwise you’re perfectly swapping tiles equally.

Yeah we've discussed this idea internally and feels like it needs a little extra chaos to be a potential level. My suggestion was just to put spinning hammers in it but tbh that's my answer for everything.

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By....design?


16 Aug

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Originally posted by Flashbek

I play on PS4 and suffer a lot from input delay on this level. I'm used to it on every other but the precision needed on this one fails me.

We are currently looking into this at the moment so will hopefully have this fixed up soon!


15 Aug

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Agree with the comments saying this is too luck based to happen in a final round. I'm fine with a shaky tile meaning players have to jump to a safe one, but here it's just a total coin-flip as to which side you stay on. Will pass on to the level design team!

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Originally posted by suicidalboy4444

Do you guys have set days for every patch you plan to do? I’m excited to see this game progress and I’m just curious if there’s a day of the week I could look forward to.

Hi! Currently we don't have a regular patch day, no.

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yep, just like we designed it...

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These are all great ideas and we're looking to implement them soon! Some will be coming quickly, others are going to take us a little while longer.

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Originally posted by [deleted]

[deleted]

I feel physically ill looking at it. Great job OP.


14 Aug

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Originally posted by DrBob666

Sorry to necro this post but i just found this subreddit. Glad to see the devs are here, first of all.

Is there plans to make this drop screen between rounds consistent and the same for everyone? Right now its randomized every round and client side so everyones screen is different.

It's in the backlog!

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what is wrong with you people

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Originally posted by XYcritic

Is there maybe any hopes of getting an option on PC to change the language, even if it's only via config? There are multiple reports from people that the game detects a language that is different from the OS language which makes you stuck with the wrong language (or maybe an official word where the API gets its localization cues from if it's not from system language).

This is in our backlog now!

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Originally posted by Lainilly

I imagine you'd want your whole team to cross the line!

Another thing there could be would be an internal timer where the start area, and subsequent checkpoints shake - and then drop!

It would take some time, so everyone gets a fair chance.

That's kind of what I like about this is that, if you do have someone struggling behind, it's good for a better player to show the straggler how it's done.

This especially comes up since the path does stop glowing, so you wanna make sure nobody forgets how to get through!

Awesome idea!

The win condition problem is why we've not done any 'team races' so far. If you wait for the last player AFKers/Trolls ruin the experience, but if you go via the 'first' player then the vast majority of people don't get the satisfaction of crossing the finish line. You also start to get into weird territory where trying to get the last player on your team d/c'd in some way becomes a viable strategy, which obviously isn't good either. You might play with your mates, see a friend struggling and them ask them to quit, which would make your team win.

Ultimately you need a middle ground but it's hard to do without getting into complex 'scoring' territory. That's kind of why we went with things like Rock n Roll as a 'team race'. The ball represents 'team effort' really well and no single player can win or lose by themselves.