[NEW Team based FPS game] Pet Fortress- beginning playtests, feedback appreciated!

Howdy,
I’ve been working on a FPS game inspired by old PC games like monday night combat, team fortress classic, and recently started holding some public playtests.

So far the feedback has been quite positive from players of games like Arsenal and other shooters, along with a lot of laughs.

This has been kind of a passion project I started with my kids- I would love to get some more feedback from the dev community on the current state of the game, or things you don’t like etc. Particularly your whacky weapons ideas :stuck_out_tongue:

Hope you can check it out, thanks in advance!

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This game definitely has some great potential! I’m very intrigued so I’ll be following it’s updates!

I love the style of the game, clean and simple yet still detailed. Great balance. Colour palette and sound effects are a perfect fit; I very much like your idea with the goofyish style lol, like the “ManDog” and the fart gun. Definitely keep working on this, its a fab project!

Only criticisms I have is the texture of the tiles on the Arena map seems out of place, and the game could do with some upbeat music tracks. Also should have some restriction on enemy defenses being so close to spawns

As per your request, here are some whacky weapon ideas :stuck_out_tongue:
-Banana Bazooka (maybe could blind enemies with a ‘splat’ temporarily left on the screen)
-Snake Gun
-Confetti/Sparkle Bomb or Ink Bomb could blind screens too

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Thanks, I appreciate checking it out! I just added critical damage for headshots for certain weapons (still testing), mainly the rainbow rifle. I like the banana bazooka idea- there is a firework gun which sounds somewhat similar to the sparkle bomb. Would a snake gun shoot actual snakes? :stuck_out_tongue:

I’ll be adding another BOT type that will exclusively hunt after players soon, to mix up the danger they pose.

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I think the game looks incredible so far, I love the style of it and I can see it has potential. The only feedback I have is about the AI of the bots as they seem to just stand still in groups while taking damage and attacking eachother, although I understand it’ll be much harder to make them act in a different manner. As for new weapon ideas, you could do a toy gun, an ice grenade and maybe a guitar that shoots musical notes.

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Thanks! Yeah regarding the bots, they are intended to be more like the ‘creeps’ in games like league of legends/ dota or monday night combat. Left unattended they kind of battle it out in the middle of the map, but if you help your bot ‘wave’ push, they can really help provide cover for an attack on the enemy base to get their flag (by using them as a shield or to absorb damage from towers that players on the other team built). Thanks for the other ideas, I actually am planning to add a freeze grenade pretty soon :stuck_out_tongue:

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Similar to what you said here:

The idea I had in mind is that it would shoot a few small snakes that would chase after enemy team members, they would do low damage but be speedy and despawn after some moments as to not build up too many.

we are currently doing a playtest of multiple new features, if you want to hop in!

Good potential! I really like how you incorporated free models without making it feel like there were free models. Seriously, good job!

Only critique would be that the NPC characters have a little too much health. It’s just overall less satisfying to kill them, and I usually just avoid them cause they’re kinda a pain in the ass. Make them much easier to kill.

You’ve mastered the feeling of a pretty polished game, that almost has an older feel (2015-2016) whether you meant to or not. Awesome job!

thanks! Regarding models, I’m planning to iterate and improve the models over time, but first I want to make sure I’ve honed in on the gameplay and which weapons I will keep or revise, so you’ll see many placeholders as I experiment with new weapon/bot/buildable designs. The NPC waves will probably be toned down on smaller maps, and you’ll be able to vote on game modes to choose whether you want bots or none at all for that round.

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Below is a summary of some of the changes that are added in this week’s update. We are trying to playtest around 1pm PST this Saturday 7/16 (4pm EST), but the new update is currently “live”. If you want to check out the game I would appreciate any feedback!

:balance_scale: Balance Changes

  • increased taco launcher damage
  • reduced BRRRRRRRTTTTTT! ammo size, increased reload time
  • reduced bot spawns by half- further reduced on Forts and Openfire
  • reduced damage and health of hunter, kamikaze bots
  • Increased ceiling height in openfire yard

:star2: New Features

  • Added ability to Wall Jump: Jumping while in contact with a wall will give a small boost
  • Added new buildable: Jump Pad. You can now build a jump pad to allow you and your teammates to reach higher ground.
  • Added new item: Iron Boots. This can be found under the ‘melee’ items in inventory. When equipped you can ‘attack’ to initiate a dive from the air, causing a damaging blast when stomping on enemies or the ground. The higher the dive the more damage it causes. Significant bonus damage dealt for stomping on an enemies head.
  • Added Crowd System (work in progress). Crowd will cheer you on as you do well in game.

:beetle: Bug Fixes

  • Improved bot pathfinding on arena
  • Possible fix for teammate markers not appearing in some situations. (not verified as I cannot reproduce locally)

:poop: Known Issues

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We are holding a playtest today (saturday), around 12pm PST if you want to check out the new update on our test server- approximately 4 hours from the time of this post:

:scales: Balance Changes

  • Added Lifesteal for some melee weapons to improve viability in crowds.
  • Reworked Retro Blaster: Created all new particle effects, added area of effect damage
  • Enhanced Shotgun fire sound
  • Increased burst fire rate of Napalm Cannon
  • Increased Heavy Armor walkspeed from 80% to 85% of normal
  • Reduced Light Armor walkspeed from 120% to 115% of normal – this is to lower movement speed baseline in anticipation of future Pet’s offering speed bonuses
  • Reworked bot spawn waves to greatly reduce frequency of player hunter bots spawning.
  • Bot Health reductions

:star2: New Features

  • Added Speedometer: Added movement speedometer to better inform player of impacts of using different weapons. Eventually will be toggleable but will be useful for debuging movement issues.
  • Enhanced crouching effects in aquatic environments
  • Added new melee weapon: Sword
  • Added new melee weapon: Saber
  • Added new weapon: Makeup Gun - give your enemies face a new beautiful paint job with this close quarters weapon!
  • Added new weapon: Heal Rifle - if you can’t figure out what this one does, welp, we’re gonna need to find some new playtesters. :clown:

:beetle: Bug Fixes

  • Fixed bots rotating their body horizontal for extreme shot angles

:poop: Known Issues

  • Bonus damage for Stomping on players heads w/ Iron boots is currently unreliable
  • Scoreboard will list duplicate names in some situations
  • Movement speed handling can be buggy on respawn
  • Rare occurance of weapon loadout/backpack not appearing- yet to be able to reproduce

:pray: Future Plans

  • Introduce New Map for playtesting

A look at the makeup gun in action:

Hope to see you there!

It’s actually pretty fun. The only issue I really have with this game is that when the round ends, the mvp song and the background start mixing together.

Awesome Game Love the Game Style!

oh hmm, I can look at that. What exactly do you mean by background?
Thanks for checking it out!

The background music* sorry bout the confusion

we will be doing another playtest tomorrow (saturday) at 11am PST- debuting a brand new map :slight_smile:
unknown5

so i’m adding some additional armor kits to the game and am struggling with how to proceed on one thing. The initial armor i added in the game works by accessories/attachments, but since a variety of r15 packages can be in the game it doesn’t translate well to fit packages other than what it was designed for (R15 man) so on R15 woman, R15 kid, R15 old blocky guy etc it tends to look bad.

What would be the ideal approach to equip armor for characters that could be diff packages in this situation?

Just force a certain character package per armor, and instead of attaching armor to their current character it basically swaps their character with one that has the armor already on it? Some other technique that could adapt to multiple R15 packages? Appreciate any suggestions.

We are holding a playtest today (saturday) starting in next 15 mins if you want to check out the new update on our test server. There’s been multiple updates since I last posted here, here’s a partial summary:

:star2: New Features

  • Added new map WildWest featuring a new game mode 'reverse capture the flag" . Take the flag from your base to the enemy cap point. Each base and flag starts ‘locked’ so you can build up defenses first. players on their goal line to fight for the ball in the middle. Temporarily replacing “Openfire” for this playtest.
  • Added Bullet pushback, bullets will now cause some pushback on enemies- higher damage shots cause more push- now its easier to stop those jetpackers in their tracks. :stuck_out_tongue:
  • Added new weapon, the Sun Setter . Keep the horizon clear with this sun firing rapid fire weapon.
  • Updated in game GUI/HUD display to be more compact and readable
  • Added coin pickup system: bots now drop coins when killed- collect them for bonus revenue.
  • Inventory/loadout screen now has model preview
  • Added game announcer
  • Added hint system, targeted at newer players. Additional hints and features will be forthcoming.

:beetle: Bug Fixes

  • Fixed bots not knowing what to do when flag falls into pit

Hope to see you there!

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