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A jam submission

SmugForce (Playtest Version)View game page

Smug Anime Third Person Shooter.
Submitted by Meowzors — 2 days, 8 hours before the deadline
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Honestly, I didn't have a lot of fun. I think there's a lot to improve here.

  • Please let me rebind controls. Crouching (and sliding) with C is tricky, while Ctrl goes unused. My mouse wheel is also starting to fail, so having to press it for grenades isn't too great either. It's okayish as defaults but definitely need to be able to rebind. Simply enabling the unity startup dialogue would allow players to do so, unless the inputs are hardcoded and not using the input system.
  • Sliding is wonky when trying to do it up a slope. I wish I could slide up similar to the titanfall/apex games, but instead it even slides you downwards if you hold the button for a while. Sliding a shorter distance is fine too, but I feel the character should get up/crouch when the slide isn't moving forward anymore.
  • Aiming is tricky, would appreciate a laser dot where my bullets will actually go, on top of the third person reticle (check out Remnant, it does that well).
  • Enemies seem too spongy, even though they weren't really doing much damage, it was taking me a lot to kill them, and was running low on ammo if not empty most of the time. Even with the melee finishers it takes very long to do them, and you get swarmed.
  • Please prevent wood crate debris from colliding with rockets and such. (Options to instantly remove debris from the map are always welcome, as well.
  • Room dimensions are hard to read, I think having a bit of textures on the ground and such would help.
  • Voices can get obnoxious, I'd like an option to turn enemy/all voices off.
  • I'm not really sure about when I pick up ammo. Maybe a bigger ammo drop model would help.
  • Switching weapons on the go can prove a bit tricky, I'm not sure if it's due to the camera being to the side of the character that I don't quite line up with the item while running when I press F to swap them, or what's the deal, but I feel like I have to really stand still to be able to pick up weapons. Maybe it's just me.

I like the fast paced action and the movement seems to be on the right track to feeling very dynamic and flow-inducing, but as it is right now there are too many issues stopping me from feeling like I'm doing cool moves and kills.


Thanks for playing it.  I was trying a lot of new things this version and I'm glad I'm getting a lot of different feedback. 

They axed the unity startup dialogue in unity 2019 :( A lot of people have a lot of mixed preferences about where the slide/grenade button should be so I'll have to make remappable controls a priority.

You're right on the sliding, I really only designed it to be slid downwards, but I think I should make it more like Apex. 

Most of the time, the weapons should shoot where the crosshair is aiming at +  the spread of the crosshair.  If it is behind a wall though, it will try to ignore the wall and shoot at whatever is behind the wall (in front of you). I think the spread might be a bit much, so I'll try reworking that.

The enemies were meant to be ragdolled first by sliding or explosives, and then be shot. They have an orange outline when they are "vulnerable."  I was pretty bad at communicating that so I'm definitely going to rework it and make it more accessible and obvious.

The wood crates do make the map pretty messy, so I'll have to make them make less of a mess.

I didn't really have that many good textures so I'll make a visual pass on the level next version.

You can actually mute the voices in the sound options in the menu. However, I'm going to definitely gut the  frequency of them......

You pick up ammo when you have the same type of gun as a weapon on the ground. It just "eats" the weapon and gives you its ammo, but I probably need a better ammo collection sound.

I designed the pickups so that you pick up the weapons that you're roughly pointing at with your cursor. It might be some weird situation where something is colliding with some other object that's giving you an issue.


Shame, mine is running on 2019.2 and still has the dialogue, guess that one's on unity.

The aiming issue, it's not about spread, it's that the trajectory of the bullets isn't the same as the camera's forward vector. at some point, the bullet trajectory will cross the camera forward vector, and ideally at that point is where the crosshair should be placed.  But when is that? 10m in? 5? 20? We don't know, and even if you did indicate the crosshair distance, it still won't be very accurate visually for distances shorter than that. That's why I mentioned having a laser dot where the bullets will actually collide.

I didn't think of turning off voices until after I stopped playing, so that one slipped by me. Sorry about that!

Developer (1 edit)

The bullets raycast from the center point of the screen + some offset based on  the weapon's spread stats forward towards the world.  The gun then shoots a tracer towards that point even if it technically isn't facing that way. I like the idea of a laser so i'll try to line it up nicer next time.


Lots of juice and charm! Dialogue needs to be a bit more obvious as it can be lost in the midst of battle.


Yeah, i need to balance it out and figure out how to pace the whole scenario.


Core gameplay is solid, sliding into enemies is fun. Found it a bit difficult to read the tooltips next to the HUD while I was playing, maybe have a way to go through them prior to starting the actual shooting. Also, the broken crates can get in the way and make it difficult to discern where/what guns are on the ground. Overall though, all the essentials for a solid TPS are here. Good stuff.


Fun game! The general art style isn't for me but the gameplay is great!. Sound is great but the voices can get a bit obnoxious after a while . I played on controller it would be nice to get some button prompts for things.


Pretty fun game. Reminds me of Bullet Girls on the Vita but without the ecchi stuff. First off I had an issue with my DS4. When I had my DS4 connected the game would spin the camera around. I tried changing DS4Windows to hide DS4 and I tried it without DS4Windows but nothing worked so I had to disconnect it. Problem is, the only sound I get is from a headphone plugged to my DS4 controller so without the DS4 I had to play it without sound so I can't say much about the music or sound. Everything else worked fine and enjoyed the gameplay.

At first the melee seemed overpowered but later there were stronger enemies that resisted melee attacks so I guess that's fine since you can adjust the difficulty  by sending weak enemies that the player can melee to restore health while fighting stronger enemies that requires some headshots. I do have one thing I didn't like and that is how the broken crate pieces remain in the game after you break the crates, they really get in the way sometimes at the later stages of the fight so maybe try removing them after a few seconds or something? Nothing else to add though, solid demo and I really enjoyed it.


It has controller support, but not for the menus. I dunno why DS4Windows screwed up for you though, probably check your sound settings?

I probably should make the crates not be affected by the gameplay. I do want it to stay visually to see all the havoc you cause. 

yooo not bad, would be nicer if enemies died faster though. Some more enemy types but all in all ghood stuff


Thanks. I should have made the fact that enemies die faster when ragdolled more obvious.

zero sound for me
Melee felt stronger than the shooting. Really liked the big TV screens as a mechanic, thought the camera was flying enemies at first before I realized it was a screen.

Developer (1 edit)

Yeah melee is pretty strong, I should just make it mainly a finisher and make the execution reward a bit better.

Did you try adjusting sound in the settings? It probably carried over from the previous version if you played those.

Fiddled with sound settings a bit but no cigar. Also first time trying your demo out .

My sound has not worked for 3 other demos too, though, so it might just be some weird fringe case, possibly involving Unity. could just be my speakers 

(1 edit)

Initial impression is good. Looks cute. Here's my feedback.

  • Consider adding a fade out animation to the UI when you're just walking and not shooting. Although from seeing the game looks like this situation is not going to happen too often.
  • You run out of ammo too quickly with your first gun.
  • The voices are annoying.
  • I can't read the dialogue when I'm getting shot from everywhere.
  • The core gameplay is good but some enemies feel like bullet sponges. I'm doing multiple headshots on the enemies that run at you and it doesn't affect them.
  • It looks like the title on your game's thumbnail says "mugforce".

Is this going to be just an arena shooter or are you going to add levels with progression later?


I'll do the fade ui thing for the main menu.

The plan is to add a bunch of different levels with progression later. I made this level mainly because I wanted to see how people would react to the core gameplay.

I don't blame you for not knowing that ragdoll'ed enemies (orange outline) take critical damage. I probably just need to make a tutorial instead of trying to have players figure it out. The sliding and explosives are the main way to do that as they actually hone towards each whoever's close. The starting pistol is actually a 1-2 shot headshot for ragdoll'ed enemies.

The enemy's voice lines will change and I'll probably reduce the probability of the voice lines playing for the player (and probably change a couple of lines)

I guess it's time to redesign the game's logo!

Submitted (1 edit)

Oh wow, this is very well done.  

-I'm not much of a shooter person, but those are some cool and fun moves. Running+sliding quickly became my favorite move. These kind of actions made your project stand out a bit more from the rest among its genre.

-Another good point is the character's quotes. They are well delivered (for example. the many "out of ammo" quotes create a good sense of urgency)

Moving in this game is great, although turning around and moving feels a bit less fluid compared to the rest (although if that's be the way you intended to do it it works)

I really liked the animations, in particular the melee takedowns and the red barrels exploding. 

I think the camera being a bit smoother would benefit this game.

Overall it feels like a very well polished project. Good job!


I could make the turning a bit tighter so you could it could be easier to slide into enemies who are chasing you.

I'm not sure whats up with the camera for some people. Is the camera jittery? What are your specs? It might be because of some frame rate issues...


I can run the witcher 3 on ultra without much trouble. 8GB of ram. 

ALTHOUGH I tried again and it seemed to work just fine, so no idea why that happened yesterday,


Oh boy, this one... 

-Default sensitivity was pretty wild, I was barely moving and doing 360s

-Something's up with the camera and I can't put my finger on it.

Overall, I really didn't like it, but I can see where others' might and I wish you luck! Keep up the progress!


Thanks for playing it.

You're right, sensitivity is like double of what it's supposed to be, I'll maybe halve it.

For the camera, maybe it's because of framerate? I know that my camera kind of goes crazy when hit with large frame dips


I could see that. My computer is 11 years old so it could have been due to the framerate. I wasn't paying attention to FPS or anything like that.