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To me I have very specific criteria for what levels should be in the game vs what needs to go… here’s what I’d do if I had control
Team games that require more team members than the team you’re assigned to are gone from regular playlists. Consider those levels for a team mode specific playlist where it’s only those types of games (pegwin pursuit, team tail tag, fall ball, etc.)
Levels that are heavily reliant upon grabbing must go. This is a personal preference thing, as well as execution issue of MT’s part. Jinxed, tail tag, and pegwin pursuit are all examples of games that require you to grab your opponent in order to win and I just think they are pathetic excuses for levels in comparison to what else they offer. They are incredibly dull and often time lend themselves to being a complete coin toss. Not to mention the lag on the grabbing is awful in this game.
Game modes that reward standing still must go. There’s a couple of these I can think of off the top: the newest kraken final you end up spending a ton of time standing still, all tail tags are notorious for this, the other Atlantis survival round also shared this issue… any level that basically has the user standing still and killing time must go. It’s a terrible and boring design and it kills the fun of the game. Nobody wants to watch other people play a game where sitting still and waiting out the clock is a crucial part of winning.
What works well? - I think the core of this games’ strength is its captivating relay race type levels and there’s a ton of them to choose from. The majority of levels should be those with maybe other rack up the points type games sprinkled in as well. The survival races to the finish are also great in this game as well.
Final changes: - the rhino survival level is donzo… Also it’s bad enough we have team modes with players we don’t get to choose, but WHY am I getting 2-3 team levels in a row??? Maybe you feel they need to stay in, but 1 team mode at best per session before a finale is as far as I’d go.
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