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Into the Stumble-Verse: Your Complete Guide to First-Person Stumbling

05/26/2023

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FIRST PERSON STUMBLING

Hey everyone! First Person Stumbling has made its way to Stumble Guys and we can't wait to spill the tea on the whole story, so buckle up and get ready for the ride!!

In the team we were really excited and motivated to create a brand new mode. We believe that adding something like the collection or driving modes is a way to offer something new both for our team and for the players who have been playing since the beginning of the game.

Of course, there are many ways to approach First Person Stumbling. So, the first step we took was to brainstorm and test out different ways to play the first level. After some trial and error, we decided to stay true to our elimination-style levels, where the last person standing wins. This felt like a solid starting point for First Person Stumbling, and we didn't want to bite off more than we could chew. However, we recognize that there are many other game modes we could explore, and we may even come up with new ideas in the future. Stay tuned!

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We’ve created a new map to play First Person Stumbling. The new level is called Blaster Base and it’s full of elements that aim to achieve a frenetic playability. We've added trampolines and launch pads so you can quickly catch other players off guard and move from one zone of the map to another. We really wanted to make sure the gameplay is fast and exciting, just like in the other levels.

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We also wanted everyone to be able to play this new mode, whether you use a controller, a PC, or a phone. So, we’ve added new accessibility options in the Settings menu. Now, you can adjust the camera sensitivity for this mode and if you're playing on your phone, you’ll find an option to fire automatically and another one to enable aim assist. This way, no matter where you're playing, you will be able to enjoy the game and have fun.

EXPLORING THE BLASTER BASE

Adapting the gameplay to a first person mode was challenging for the whole team to ensure it looked just as good as the rest of the game, and we even had to change some things around. That said, we can’t deny that trying out the obstacles and playing in first person mode for the first time was pretty cool and a lot of fun!

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As for the art style, we wanted to make sure the map looked super cool and be recognizable. After thinking about lots of different ideas, we decided to go with a futuristic theme. It totally captured the essence of Nerf and the awesome blasters from the Elite 2.0 collection.

One of the challenges we faced was making sure players could easily distinguish which area they were in, since we didn't include a mini-map on screen. So, we put in a lot of effort to make each area unique and different from the others. This ended up making the level super interesting and brought my favorite part of it - the tower. Climb to the top and see for yourself!

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You can also find that on the map, there are some areas that are more linear or enclosed, and others that are more open, which means you have to be smart about how you play, as some players would find the Warden blaster more useful here. We also added a central area where most of the action happens, and some high-ground areas where the players can go to get an advantage.

We also added in some nice obstacles from other levels, like launch pads that can help you move around the level quickly, trampolines that let you jump up high, and moving covers you can hide behind. We also made some new things, like walls and boxes that can help you by offering a cover, energy and shield pick-ups items scattered throughout the level to give you an extra boost for battle.

And lastly, spawners to pick up blasters and random blasters. You can choose powerful blasters like the Warden and Turbine from their spawners, or you can let luck decide by going to the ones with the question mark symbol.

THE BLASTERS

Before we thought about which blasters we were going to use, we first came up with ways for players to have fun on the different zones of the map and offer options for different shooting distances. Our main intention was to offer different options for different skill levels, but also wanted experienced players having exciting choices.

Regarding the stats, our goal was to let everyone play and not just stick to one blaster, making the initial one the most average in terms of stats so you feel attracted enough to pick up a new one. Although the starting one might be the most moderate, it's been proven that many players can still do well with it!

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Honestly, making this game mode was a real challenge for us due to the amount of tools and systems that are hidden in plain sight, but we had to create, like the aim-assist system. We were worried that there would be a big difference between PC and mobile players, so it's been a great joy to hear from some players that the added systems on mobile have really helped them to play. However, as with many things on First Person Stumbling, we’re not done yet. We want to keep making the shooting experience part of the game even better.

LAST THOUGHTS AND WHAT'S TO COME

I hope you had a blast playing Blaster Base! We had so much fun making it. The good news is that there's more cool stuff coming soon to Stumble Guys. This was just the beginning of First Person Stumbling!

Before I go, I wanted to tell you that we listen to you. We've been reading all your feedback on social media and Discord. We're taking notes and we appreciate all your suggestions.

And many thanks to everyone who's played in the tournament too, you guys have put in so much effort, especially MTMSAMU. It means a lot to us and makes us want to keep improving and creating awesome experiences that you can enjoy while playing or creating content.

All in all, I hope you enjoyed this sneak peek of the game and we'll see you soon!

Blog by Raven, Game Designer.

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