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A jam submission

Safety ForceView game page

Short Tutorial level prototype
Submitted by Spacesauce (@SpaceSauce2) — 2 days, 18 hours before the deadline
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Safety Force's itch.io page

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Comments

Submitted

Very early and buggy but it feels the graphical design of the HUD will go in a nice direction.

Submitted

This is a pretty cool base for movement, I think it's gonna be pretty sweet if you keep at it. A bit too rough to comment on anything else right now.

Oh, I think the arms for the XL lady seem to be a bit disjointed. Slide animation was hard to understand too.

Submitted

Music was relaxing, could feel the vibe you were going for. Characters look nice and are well designed. Wall climbing is cool to have, though it's a bit broken in some ways. The guns have some offset compared to where you aim, as well as originating form the camera. The big train/truck passing through is fun. I wish there was a first person mode, though I suppose that would get weird when clinging to a wall.

Looking forward to this since I still like playing TF2, curious how it'll compare.

Submitted (1 edit) (+1)

Music is nice.

When climbing onto a Ledge ( no Idea why you trace so high to find one) and climbing back down you get stuck in the Wall.

Your Animations for climbing also clip through everything heavily and look odd.

When trying to get unstuck again I teleported ontop of the House, skipping the Tutorial.

Is there any Point in blowing Bubbles apart from it being Fun?

Your wall climbing sometimes rotates in wrong Directions, I'm assuming it hits the Ceiling. It also doesn't work on diagonal Ledges. And either only the small Girl can grab a Ledge, or it doesn't work everywhere.

Your Guns don't hit anywhere near close to the Crosshair.

The Idea with Weaponsize/Charactersize relation mattering is great. You can change Weapons while in the size-select Screen, without the Screen clearing, or your Weapon being displayed differently.

You can try to climb the not perfectly aligned Floors causing horrid clipping again.

Submitted(+1)

I really dig the music in the spawn room and the all-around feel for the content that's been implemented. That ambience does it for me. The art and especially the paint coming off props and weapons is really cool.

I got a little confused when the first ledge you could climb had you sort of slide up, but on closer inspection, it was you clambering up the wall. That's neat and I tried to run up walls to see it in effect. Try to blend the animations in more, so the animations will smoothly go from something like climbing to ledge hanging.

The big issue I found with the ledge stuff was that you could turn around and just float in hanging space. I'm not sure how it happens, but it's when I press back and away from the ledge. I think maybe after inputting forward while on the ledge itself and THEN pressing back? I get the intent is to drop off the ledge- and it works most of the time. But I found myself getting stuck while playing on smaller characters.

The laser cannon seems to aim down on both the LMB and RMB inputs, but only spools up and fires on LMB. If I could make a suggestion, make it so that RMB aims down AND spools up, allowing LMB to just fire. And make a pure LMB input spool up and then fire without any zoom; maybe with drastically reduced accuracy (for a precision attack like a laserbeam).

The shotgun seems to be firing from the camera's position and not the gun or character.