Can someone help me decide

So, right now, i am working on stumble gims, and i was wondering if i should make it in top down or platformer. So, I am asking for your opinion and what you think (i like top down)

Can you take a picture of your game? And what is the adjective?

Platformer would be the best because you can do the obby with the other players. In top-down you can’t do obbys.

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Please mark a solution.

THE_LEGEND seems to know a little about the game, so you could take his advice. But, I have never played stumble gims, so if you give a short explanation of the game, I could also help.

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What version should the public game be in?

  • Platformer
  • Top down
0 voters

I’m guessing it’s a remake of Stumble Guys in Gimkit.

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Oh yeah, it should be a platformer. Obbies are smooth from there.

Brother why are we making a rip-off of a rip-off

Platformer works best for games based in intricate movement. Several of Fall Guys mini-games simply wouldn’t work in platformer, such as soccer.
However, there are also just as many games that won’t work in top-down, like hexa-gone.
Personally, I think platformer is the way to go.

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The hexagon game would be possible in top down and might actually be better in top down. You could have a trigger for each hexagon that when triggered (by collision) makes the hexagon disappear and activates a second trigger in the same spot. When the second trigger is stepped on it would bring you to the lower layer.

This would probably be better since it would allow it to be somewhat three dimensional in terms of gameplay. The only downside is that you can’t jump.

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stumble guys is widely known to copy Fall Guys so as @some_kid said its a ripoff of a ripoff
but anyways

definitely platformer. Top down has no jumping, and that’s pretty much the whole point of fall/stumble guys! (arguably, there’s obstacle courses and many more mechanics…) but you know what i mean

jumping would be hard in top down, you’d have to animate it and set up a jump button system which would be hard because you don’t want overly slowed jumps and the frames per second of the jumps wouldn’t match the moving and that would take up tons of memory and still non big time gimkit creative-ers wouldn’t even find it that cool!

Also, you’d have to make sliding mechanics, diving mechanics, laser mechanics, and that big spinny knocky thing all using tons of animating which would be hard in top-down, so personally i would do platformer.

Also, fall/stumble guys would never be the same without camera pointing (which is very hard to do in both gamemodes!)

In general regardless of gamemode stumble/fall gims is a very big project that is very hard to get right without tons of hard work and plenty of time to set aside on that

aughhh i should start using more punctuation

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In my opinion, top-down would work better than platformer for this game
Assuming you’re only making the obstacle course and stuff like that (I haven’t played the game before), you get an extra half a dimension in top down than in platformer (width and length vs. width and restricted height)
You can make the obstacles by animating barriers and lasers

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