The latest viral competitive game, Fall Guys, is taking the world by storm with a different kind of battle royal. Fans of the old WipeOut hilarity on TV finally have the opportunity themselves to complete the virtual world. The mini-games in Fall Guys keep every player on their toes in ways other battle royales haven’t done before. Each mini-game is a unique challenge that mixes up the gameplay from platforming to racing, memorization, and other games. But, have you ever wondering to know the tier in Fall Guys?
Every mini-game has its fair share of strengths and weaknesses that makes some far less bearable than others. Here’s the tier of every Fall Guys mini-game added to the game so far. From the bottom to the top. Check it out!
Fall Guys Tier List
F-Tier
Perfect Match – Cute idea but eliminates zero players.
Jinxed – Jinx and eliminate as many players as possible
Royal Fumble – One tail? No fun. Worst way to end a match.
The first tier in Fall Guys we will talking about is the F-Tier. This particular mini-game is not challenging in the slightest unless most players are griefing one another. It’s way too easy, the round takes too long, and not many players get eliminated from Perfect Match rounds anyway, making the final rounds more difficult.
Jinxed is a genuinely enjoyable tag team event that functions more like Infection from Halo. As fun as it is to jinx and eliminate as many players as possible, this game mode is still bolstered by the player’s unpredictable grab mechanics.
Royal Fumble last-round mini game is arguably fun, It’s a free-for-all, but there’s far more opportunities to stun the current tail-haver, so most players still have a chance to actually steal the tail reliably.
D-Tier
Hoarders – Some team games aren’t great, actually.
Dizzy Heights – We get it, the floors spin.
Tail Tag – Tail grabbing is just too spotty.
Gate Crash – We hateses the gateses.
On the D-tier in Fall Guys, we have Hoarders, on the other hand, is a solid team game but can get pretty unpredictable and annoying when teammates are being unhelpful.
Dizzy Heights is a particularly quick and fun race that doesn’t have too many unpredictable gimmicks to set players back. It’s fast-paced turn tables truly rewards good timing on behalf of players with a quick qualification.
Whereas Tail Tag at least rewards individuals for outrunning opponents. At the end of the day, the grabbing mechanic is far too inconsistent for either Tail Tag mini-games to be fun.
Gate Crash, is better at testing players’ reaction times and intuition, but in some cases, it’s far too predictable to be a true challenge for players.
C-Tier
Fruit Chute – It’s short and sweet, but a bit, eh.
Team Tail Tag – Teams make annoying tail games mildly better (actually).
Fall Mountain – It’s okay, but who wants to end on yet another race?
Hit Parade – Lots of obstacles, but not much personality.
In this tier on Fall Guys, Fruit Chute emphasizes a lot about what makes Fall Guys so fun. It’s chaotic fun that strikes a solid balance between environmental and player influences, with a small degree of unpredictability that doesn’t take too long.
Team Tail Tag is worse because it makes the player’s effort feel like it doesn’t matter in a team game.
Fall Mountain is a solid all-rounder for final-round games, blending all the best obstacles and environments Fall Guys has to offer in one final hill climb to the crown.
Hit Parade is one of the best races in that it offers far more terrain diversity, with less object unpredictability compared to other race stages.
B-Tier
Jump Club – It’s good.
See Saw – It’s growing on me, though it takes ages for the round to end.
Rock ‘N’ Roll – Also good, also actually.
The Whirlygig – It’s fun watching everyone go mid and get swatted.
Jump Showdown – Back from the beta! And a good finisher.
Jump Club is reminiscent of the bouncy obstacle courses people would find at carnivals, emphasizing proper timing and good platforming, solidifying Jump Club itself as a B-tier on Fall Guys.
Another solid platforming mini game is the See Saw, despite an often complained about mini game from fans. See Saw is definitely better than several of the aforementioned races, uniquely rewarding patient players moreso than several other mini games.
Rock N’ Roll seems fun at first, but the ending portion of the round is typically were things go off the rails. Rounds can last way longer than they need to thanks to the ending portion of this mini game. Teams can either focus on bringing their ball to the goal or preventing other teams from doing the same, there’s no viable division of tasks in this mini game.
The Whirlygig is easily the best platforming stage, mixing in just enough skill-based jumping and pattern recognition to always be fun.
Jump Showdown was included in the beta run of the game, so folks who were able to get a beta key may be familiar with it already.
A-Tier
Door Dash – Fast and crowded, the way races should be.
Roll Out – A blissfully hectic scramble.
Block Party – Feels the most like a game show.
Fall Ball – Like Rocket League with beans. (Plus team games are good, actually.)
Hoopsie Daisy – It’s good, like team games are. Lots of diving!
Door Dash is a genuinely fun mode early on, though is weighed down only by its heavy reliance on RNG instead of genuinely challenging players’ intuition.
Slowing down the pace of every Fall Guys match is Roll Out, which ends up being more finicky than challenging. There’s less of a focus on intelligent movement and planning, and oftentimes, it’s easier just to rotate between walking back and forth between platforms with little risk.
While Block Party is faster paced compared to Roll Out, this mini game suffers a similar issue. The actual platforming is occasionally challenging, but the player count itself can determine a lot of the eliminations simply by forming a giant wall of tumbling characters colliding into one another.
Fall Ball is easily one of the best team mini games, even though it’s basically just slower and less-involved Rocket League.
Hoopsie Daisy is one of the few genuinely enjoyable team games that feels like players have a tangible impact on their progress.
S-Tier
Tip Toe – “Very dangerous. You go first.”
Slime Climb – Brutally separates the beans from the chaff.
Egg Scramble – Team games are good, actually!
Hex-A-Gone – The only proper way to end a match.
Tip Toe can be particularly fun if it’s a later round with less people, but any falls at the later end of the challenge just reward other players with a free win.
Slime Climb is especially challenging with the proximity of obstacles and the rising slime levels. All of the S-Tier mini games are pretty strong, only outshone by the upcoming tier’s mini games.
Egg Scramble is just a bit better than Fall Ball, where teamwork is king, and it’s viable to play both offensively and defensively.
As for the absolute best mini game, it has to be Hex-A-Gone. The Hex-A-Gone minigame emphasizes, at its core, everything that’s great about Fall Guys. Platforming and racing is mixed together in a unique and challenging way, the competitive aspect of the mini game keeps players on their toes, and the unpredictability of other players landing and taking another’s path away makes this final-round game always different every time. It’s the perfect way to get the W in a Fall Guys match.
Also, for celebrating Dr Disrespect return on streaming, one of his fans created a Fall Guys skin concept based on his preferences.
Fall Guys is out now for PC and PS4.