Greetings Party Animals! Your feedback is super important to us. We'll be regularly picking some of the most common questions and answering them right here on the forums. Hope this helps clear things up and makes your gaming experience even better!

1. "I thought Cabbage Dog would never return? Does this mean other limited items will come back too?"

When we said Cabbage Dog was leaving "for good", it was due to the expiration of the original collaboration period with the IP partner. At the time, we didn’t know if a return would be possible. We used this wording to ensure players wouldn’t miss out if it never came back, but we understand it caused confusion, and we’re sorry for that!
Here’s an important clarification: the return of collaboration-based outfits, like Cabbage Dog, isn’t solely up to us. These decisions involve negotiations with the IP partner regarding whether and how the collaboration can resume. This is different from items like battlepass rewards or other exclusives (for example, Goo Goo!), where we set the rules about availability. We’ve promised that special battlepass outfits and other outfits won’t return, and we stand by that to ensure fairness for players who earned or purchased them during specific periods. At the same time, we are always looking for ways to improve future events when possible to try to reduce the feeling of FOMO in-game!
That said, the overwhelming support for Cabbage Dog’s return led us to reach out to the IP partner, and the outlook is promising. If it returns, both the original and golden variants will be available, and the collaboration will last three months, after which the outfit will leave the store again. A potential return in the future depends on two factors: community interest and the possibility of renewing the collaboration, so there's no guarantee. If there are any other past IP collab outfits you’d love to see return, let us know!


2. "For IP Collab outfits, please keep them on the shelves for a few months, they seem to leave very quickly."

Thanks for the feedback! 😊 IP Collab outfits are in the store for a while but on a rotational basis, so they come and go. Keep an eye on the store!


3. "Do you plan to rework the character selection UI? It's a bit hard to scroll through."

Currently, we’re working on a new feature that will complement the favorite/pin option, randomizing!
With the 'random' option, it will choose a random outfit from your collection, so if you’re looking for something new, it’s got you covered.
For picking something specific you love, the current favorite/pin option should do the trick.
Give it a try when we release it, and let us know what you think!


4. "I'm only level 60, but I keep getting matched with level 100 players."

Matching is based on MMR (Matchmaking Rating) rather than player level, as level doesn’t directly reflect a player’s skill. If you’re frequently matched with high-level players, it could be because you’re quite skilled yourself!
Improving the matchmaking experience is a long-term priority for us, and we’ll continue to optimize it.


5. "The current physics system feels very different. Did you change it entirely?"

Thanks for sharing your thoughts and feedback recently about the physics and gameplay mechanics. We truly appreciate everyone's passion for the game, and I want to take this opportunity to clarify some points about the physics system and address your concerns.

First, let’s address the big question: has the physics changed?

The answer is yes and no.
Earlier this year, we made changes to combat macro abuse. These included but aren't limited to:

  1. Adding a wind-up and cooldown for heavy punches and jump kicks.
  2. Disabling macro-only input combinations.
  3. Adding a very short cooldown for heavy punches, requiring a reset period before the next attack.
  4. Increasing stamina drain for certain advanced, macro-able moves (not including heavy punches/jump kicks).

Since then, we’ve also introduced changes to improve gameplay and protect newer players, but these changes shouldn’t significantly affect how combat feels:

  1. Players are immune to being knocked out for a short time after spawning.
  2. Players have a very brief invincibility window when recovering from being knocked out.
  3. Optimized wall climbing - wall climbing is now slightly faster compared to the launch version.
  4. Button mashing can speed up waking up, but inputs are capped to prevent macro abuse for instant wake-ups.

We had no intention of changing the physics system as a whole or making the game feel more random.
After implementing a functional macro detection and reporting system, we reverted changes #1-2. The physics system is now closely aligned with its launch state, and we plan to revert #3 once the macro detection system is further perfected.

Why does the gameplay feel different now?

Despite the physics system being nearly identical to the launch version, several factors may influence how the game feels:

  1. Player improvement: Early on, many players were still figuring out the controls and mechanics, leading to greater variability in gameplay. For example, many players were standing still, whereas in many of the videos you’ve shared with us, they’re now in motion, performing sprints and rolls. The change in player movement can influence how hits land and how force is applied.
  2. Personal growth as a player: With more experience, players tend to notice subtleties in the mechanics that might not have been apparent before.

These factors, combined with other factors that influence how the physics system works, might make missed attacks feel like they’re due to changes, even when they’re not. This can lead to some perceived gameplay differences.

What influences physics in the game?

Party Animals is a physics-based game, meaning many variables affect the outcome of attacks and interactions, such as:

  • Attack timing: Different phases of your punch or kick will yield varying results.
  • Distance and positioning: The range at which you strike affects the force applied.
  • Stamina levels: Low stamina can reduce the power of your hits.
  • Impact location: Different parts of the opponent’s body take varying amounts of damage and force.
  • Relative movement and speed: Momentum from movement can amplify or dampen the effects of your attacks. For example, if a player is running away from you at the same speed and in the same direction as your attack, the attack will be less effective.

What are we doing next?

While the physics system is close to the same as our launch version, we’ve received consistent feedback that it feels inconsistent, random, or different. If this feedback reflects a shared experience across the board, then it’s valid and something we want to evaluate. Here's what we plan to do:

  1. We’ll continue internal testing to confirm that everything is functioning as intended.
  2. Reverting the cooldown for heavy punches (#3 above) once the macro detection system is perfected.
  3. We’ll review the current physics system to explore whether we can make adjustments to make attacks more predictable or intuitive.

This is the first time we’re providing some details about how the physics system works! We hope it offers some clarity about why certain interactions behave the way they do in-game. However, since Party Animals is a physics-driven game, some level of unpredictability is natural and may still occur. We'll continue to improve on the system as well. Thanks everyone for your patience and support so far!



Previous Issues

Party Animals Player Q&A | Issue 4
Party Animals Player Q&A | Issue 3
Party Animals Player Q&A | Issue 2
Party Animals Player Q&A | Issue 1

    Nemo stickied the discussion .

    4.

    you meet experienced players much earlier than level 60, it may be the same day you started playing. i have 2 new accounts to observe it now, sometimes i get connected with less experienced on my main account, rather then on my new accounts. it seems like if you win a few games, it matches you with players who have much more wins. a few wins may be beginner's luck. additionally matching by the "MMR" of the most experienced player in the team does not provide fair games, as you may be the only experienced player in your team, while the whole opposing team consists of experienced players. i will repeat again, that optimizing the experience for new and casual players should be the priority

    to add to that, matching 2 players against 4 should not be possible. it's obvious why

    5.

    since the release we had players claiming that physics had changed, when really it was their imagination. i played regularly and i saw no changes. but the changes made this summer are so obvious, you can no longer blame it on players imagination.

    while being a rare occasion, knock out simply does not register when it previously did. ever since the release, before any changes to physics, we've seen players complaining about not being able to knock out someone, when they clearly see a hit. this makes people frustrated. if anything, knock out chance should have been improved, allowing players to be less precise with their attacks and lowering the gap between casual and experienced players

    regarding the increased consumption of stamina, this too works against casual players, as they cant manage stamina as good as experienced players. it makes the game harder for them. as for me i'm only concerned about stamina consumption while using projectile weapons. i noticed that i run out of stamina too fast and cant shoot as much as before. this also applies to casual players making it even harder for them to use projectile weapons

    Nemo Players are immune to being knocked out for a short time after spawning.''

    Nemo Players have a very brief invincibility window when recovering from being knocked out.

    both bad changes adding more frustration when your attacks fail to work

    Nemo Optimized wall climbing - wall climbing is now slightly faster compared to the launch version.

    i already said how much i hate this. it's just too fast, as if you have climbing perk activated. it doesnt feel good

    although these are the issues that needs to be worked on, it still doesnt upset me as much as reducing shovel damage. while it is a rare occasion that knock out doesnt register, the shovel is always weak. powerful shovel was an important part of the game for me, so i would want the shovel to be reverted to how it originally was before reverting physics. it shouldnt be too hard

    regarding "passes" there is another solution: keep the skins from previous passes exclusive, but never make such promise again. people, who play during pass get the skins for free. everyone else should be able to buy these skins in store rotation, be it nemo bucks or even real money, doesnt matter. the price is not the issue, the issue is availability

    although master pass seemed fun at first, these passes no longer look like a fun thing to me. it makes people play, when they may not have time to play or they risk losing skins. and it makes some people completely lose some skins, because they dont play this game regularly. then after the pass ends, the playerbase drops on the same level. people should play this game when they want to play and not miss out on skins. it was more peaceful before passes

      Bubiany i thought of this. the pass really could last until next pass, meaning same amount of xp to unlock everything, but it will be available for longer. but this doesnt eliminate the issue. during that time people will not spend money on pass skins, and people will still miss those longer passes, including everyone, who will buy the game after it ends

        Igor maybe releasing some new version of skins that cannot be obtainable anymore would help? but i doubt the devs would wanna do that. it might be too much work

        • Igor replied to this.

          Bubiany the solution i proposed is the simplest one. you either get skins for free by playing during pass or you buy them in item shop if you couldnt play during that time. but it all depends on how the developers make money on that game. im not a developer and i didnt see the numbers those passes bring to the company. to me selling all skins to all players at any time looks like the right approach

            Igor an even simpler solution would be just to remove passes and make it be like back when the game released

            • Igor replied to this.

              There is no respond about Apple Harry refund or the Ice Breaker lag?🙁

              Bubiany not only pass skins are exclusive and time limited

              besides passes still help to sell the game. we just dont know numbers. how much money did pass skins bring by being exclusive and how much money would they bring if they were in store rotation until now?

              we need to think both about players getting their skins and the company to continue to exist

                Igor they can sell the best skins for real money, and the ones in lower tiers for nemo bucks or cookies

                • Igor replied to this.

                  Bubiany cookies is not a currency. all tiers are bought for nemo bucks. the price of the skin should not be lower than the price of all tiers until that skin, in nemo bucks converted to real money. but again, price is not the issue. we did not have to put any real money in that game yet. and im sure that people who really want certain skins, will not be bothered by price

                  this is if we are talking about previous passes. for upcoming passes, if such change was implemented, all skins could be sold for nemo bucks. if someone buys all pass tiers for 6400 nemo bucks, that contains four skins, those skins can later be sold for 1600 each. though this creates a problem, that if someone only wants the last skin, he will have to pay 6400 for a skin and not 1600. however he still gets all skins with all exclusive content from the pass like frames and nameplates, this stuff is less important

                  second option: skins can be purchased during pass independent of tiers. the tiers containing skins get skipped. this will make the price of skins the same during pass and after it ends, but it may make some people play less during pass.

                  although people would spend less real money during pass, with greater skin selection in item shop. people will also spend more nemo bucks, which may lead to some people buying more nemo bucks. but again, we dont know what will bring more money. if the developers explained to us their business model, we could understand better why they distribute skins the way they do. we can only say that those passes create the issue of people missing out on skins

                  12 days later

                  Hey, I've seen some people in-game that can like wave or something? I'm so confused, how do I wave?? It's so cute, is it like an emote or something?

                  • Igor replied to this.

                    Igor OHHH WAIT I DIDN'T SEE THAT!! I'LL LOOK AT IT RIGHT NOW, THANKS SO MUCH!!!

                    20 days later

                    (suggestion from a new player) So I'm a huge anime lover andddd... Can you please do a
                    Naruto, MHA, or demon slayer collab?? that would be super weird to see Inosuke fighting Nemo in party animals and I love
                    it