It's only the last puzzle that's not forgivable (more on that in a bit). The rest of the game is fine, and fairly solid for a first release. The cover art effectively sets the tone. The room descriptions aren't ornate, but they get the job done. Again, effective is probably the best way to characterize them. Even the concept that kicks off the game works.
However, there are problems: missing punctuation, forbidden actions, stock responses, parser problems, and a heck of a lot of loose ends. The forbidden actions are what got to me. You're trapped in a cabin, but you can't break the windows? You can't do violent things to vulnerable parts of doors? It just didn't make sense. Most people would do those things in such a situation and make their escape fairly quickly. That leads us to the huge, honking annoyance in the center of the room: the last puzzle.
The last puzzle is one of these intricate affairs that involves doing a lot of nonstandard things with a door. You're fought by the parser, whose responses (when they make sense) lead you to believe that you can't do what you end up needing to do. When you do those things, strangely, the effects are not mentioned in the room description. Fortunately, the game provides hints. Unless you have immense patience, you'll need them.
For a first time out, Safe is not bad. If the game were beta-tested, I have no doubt that the vast majority of these problems would have been corrected. In any case, I'm looking forward to more from this author.