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S.W.A.P.

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S.W.A.P. was created over a 5 month period by a small team of university students at Full Sail University. The game consists of 4 levels that progressively get more complex.


While the game itself is largely just a proof of concept (Prototype), I am happy with the final result.


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Keep in mind that this was designed and built to run in Windows or on a Mac and was not optimized for a WebGL build of the project. For best performance go into the OPTIONS menu and change the graphics down to "Fastest".


To lock your mouse to the game window click within the game space or enter full-screen mode.


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Controls:


WASD - Movement


SPACE - Jump


E- Interact


C - Interact (With elevators for down)


G- Ghost Mode (Walk through walls)


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Known Issues:


Major Bug: Level 2 - Upon scene start player is sometimes stuck. refreshing the game (Browser) and starting from level 2 fixes the problem. I am looking into why this occurs to fix it.

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it's just too damn laggy.

i'm running an absolutely killer computer. trust me. standard browser and OS. fully updated.

so laggy it is unplayable.

I couldn't get past the second level, I hate it, not enough instrutions and there is a high probability that the green balls dissapears after you try to warp with them

I unfortunately didn't get past the turret swapping section in the first level, i'm unsure whether that is a bug, but as "4 levels" is mentioned in your description, i assume that it is something of the sort.

But even without reaching that far, there is definitely a great foundation to this game. I'll get into what i think was done greatly, and what i think could be improved upon.

Firstly, the look is great, i'm unfamiliar on stock graphics or skins in the unity engine, so i don't know whether these are made or not; but the games looks pretty decent considering. I found the game to be running pretty smoothly, a little jumpy, but i believe that it's on my end more so than a fault with the game. The controls are nice and the use of narration to guide the player in the beginning is very much appreciated. I feel that as far as games, and game prototypes go, it is extremely well done; especially comparatively with other beta/prototype games I've played.

That all out of the way, i'll mention some improvements that i could see needing fixing; I hope that with the current amount of experience of my game that i am accurate with some of these things, if not, please feel free to disregard and/or message me.

VOICE: I understand based off of your previous response that your voice choice was one made due to team inability and price; completely fair, but that being said, i would say that the voice lacks some human features that would be appreciated (mainly flexion and pausing) that i would say are a tad disadvantageous for your game; I would suggest maybe downloading a simple voice modifyer online and using it on one of the students voices to accommodate the desired robotic effect, while also implementing a more human and natural tone to it.

MUSIC: I found that the music, while nice, was quite jarring for me personally; the guitar riff (i assume it changes, but i cannot tell what the next track would be) to me was a poor choice, as i feel that (with regards to the robotic voice, and spaceship) the vibe you're attempting to set is a space expedition gone wrong; so sci-fi music (techno type) or maybe some less mellow BGM would really help, especially with that first level. The SFX seemed alright, though i heard no SFX for the turrets, which definitely need to be implemented, as i had half my health gone before realizing that there was another turret behind me.

STORY/PLOT: I love that you've provided one, I really appreciate it, however the implementation of it was rather dull and in my opinion, quite hurtful to the game. The long (though skipable) cutscene at the beginning where it hits you with a barrage of exposition is quite a poor choice in my opinion. I believe that implementing a feed of information drawn out through the levels over a speaker, note and audio recordings would be possibly more effective, and would help give the player a goal for exploring levels; as it sort of throws that beginning "this is why you are here" speech, i found myself wondering why it wasn't instead used as a fill in during the quiet moments of the tutorial.

Overall, i really enjoyed your game, i don't want you to think i had a bad impression of your game, despite my short experience with it, i felt that it was definitely headed in the right direction, and had a lot of passion that is generally unseen in many prototypes i've seen. I loved the teleport game mechanics, and was impressed with how the game came across for a majority of it.

KevinDL responds:

Thank you for the feedback, S.W.A.P. as mentioned before several times is merely a university project / prototype that was designed to run on Windows or Mac OS. Frankly I am surprised the game runs as well as it does on a browser using a WebGL build... on Windows the game looks much better for what it is.

It was a design project, so the first scene is literally meant to be a tutorial level. In fact the first 3 scenes the AI voice guides the player a lot because our professor insisted upon it at the time.

For me personally I will be thrilled if people enjoy the concept of the game alone, if enough people show interest in said concept I may have to revisit the idea and refine it further to create a real game out of it.

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That voice was created with google translate and many hours of stringing it together in Adobe Audition. I am well aware of the flaws of using what we did and agree that if the project were to be revisited the voice would change (Likely just get a voice actor).

For the time we had to work on the project while working our jobs and doing other university work I am proud of what was created.

If you are ever interested in playing the actual project .exe just let me know, I can send you the files and you can perhaps have a better experience.

Okay, this seems like it will be a very good game. A VERY good game. But there is one big problem. The controls. The mouse pointer just exits the game screen when moved and so makes the game a nightmare to control. Please fix it and I am sure there is a small gem in our hands.

KevinDL responds:

That's odd, the game should be (And does for me) lock the mouse to the game window when played. The only time the mouse exits the game window is if you alt-tab out. That then causes problems. Replay the game in full-screen mode or don't click away from the window.

I will see if it is a problem on my end, but I don't think there is anything else I can do.

Credits & Info

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Score
3.01 / 5.00

Uploaded
Dec 10, 2016
12:22 AM EST