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Crash report

Device: itel s3 

Game version: Android v0.1.1

Date played: 9:03pm PST, 09/16/25

Time of crash: 10:02pm

Activity before crash: was reading the first mind fragment I found and after reading it for 52 seconds and scrolling down the bottom, the game crashed.

Other notable stuffs spotted: 

- it eats through a ton of processing power due to the verbose use of animation and objects, I suggest considering the use of object and asset scalability (a toggle option to adjust quality)

- Autosave features are disabled. I am not sure if this is intentional but it would be nice to have certain spots in the game where it autosaves (y'know... Coz It took me 10min in the number game and the redo now would be frustrating XD)


Player comments:

The game is outstanding. It definitely revived my noggin again after not being used properly for... Idk 4 years? (college years).

The mini games are witty and I LOVE how y'all used base programming stuffs as games like the linked list "hacking" mini game, and the graphs for the "chain of thoughts"

The animations, albeit a tad heavy are very pleasant. I rarely see furry VNs use fluid easing, tweens, masterful asset masking (the talky character bits), angles and proportions, and a comic esque storytelling. They might get two or three but you nailed it all and it brought happiness to me haha

I could learn a ton of stuffs from y'all if I get a good chunk of time to study how you guys created this masterpiece from programming and arts, to storytelling and execution. I'd be hands down going and studying if y'all ever would come and invite peeps to watch your development process.

But truly, my only gripe is really just the autosaves not being available. Hooooooo it was fun tiring my mind off in chaining thoughts and numbers but it's not nice to redo it all over again hahaha.

If you've read this (developer or not), thank you for reading it. I hope my report and thoughts would help

Thank you for playing our game and for your detailed analysis!

Regarding autosaves and the "back" button, we deliberately chose to omit them. When a game has more complex mechanics and animations, these features become a near-endless source of bugs and issues with the Ren'Py engine.

As for optimization, you're right. We haven't fully figured out the best way to optimize most things yet. This is also compounded by the fact that we targeted an increased resolution of 2640 x 1440 (instead of standard Full HD) from the start, aiming for better quality

If you wish to consider asset resolution 

I suggest considering making your assets into vector pieces rather than raster (instead of PNG or WebM, try SVG)

These can be programmatically scaled in resolution so your players can scale it down as low as 144p to as high as 4k hd. I recall there's a phyton extension that allows you to use SVG ang tweak it 

Having a ton of object instances at once no matter the resolution is ram draining (referring to the thoughts synthesis) specially if they are animated individually (I can see them swaying individually)I suggest instead of animating the instances, try the background instead.


Also thank you for hearing me out 

I understand the part why there's no AS and back (they are hell to maintain XD)