hey, the game causes the OS to freeze and refresh, and the game is just the window without any gameplay inside.
sicave
Recent community posts
Okay! got through, so apparently holding accelerate adds velocity even mid air, that was the thing i was missing most times.
I could critique the game for how much it requires absolute input perfection (and also to have unbroken streaks of input perfection as to not loop over and over again) but I think I appreciate the game's art direction and style a lot more than that gripe, it's so interesting that in a sea of damp dark depressing metroidvanias there's a submission that's an open ended, sunset lofi-punk skating game set in the middle of the ocean, I never expected to play a skating metroidvania (other than The Elephant In The Room).
I really liked the art design the most though, it felt very liminal and dreamlike and is generally beautiful.
I got drawn in by the thumbnail's art-style and boy was i not disappointed, I really loved the atmosphere of the game, the white background with dark color enemies make them pop out, the impressively performant refractions add to the relaxed weather of the game.
I think I was perplexed by the lack of direction the game gives you at times, but nonetheless found the end of the game (despite not having mmb(lmao)) and was satisfied with the gameplay.
Frankly great for a month span, the level design, game atmosphere and art design put me in awe, and the gameplay creativity impressed me, I really appreciated my playtime.
other than tinkering with the gameplay a bit, and nerfing the final boss, I'd say this was a near-flawless experience.
-hitting the red star creatures should disable their hitbox (knockback time should also be decreased) -the bouncing challenge with the red stars can be circumvented by standing on top of the stairs before and spamming attack and dash for flight -the red star's range, fire rate, and rpm is too high // the spiders are too easy -sitting for 2 minutes trying to snipe four fast moving boxes was capital f Fun -i like the projectile gimmick, but its difficult to aim with the main character as the reticle -the final boss has a possibly one-hit kill attack that has less than a second of warm up? -the final boss's weakpoint is a small point on that top of its head (oh and also its rotating and you have like 4 seconds to deal damage) -the mouse does not relock if alt tabbed(whoopsies)
I hope you pursue developing this game if you can, even if not, thanks for making this game.
Decent and interesting, I'm presuming its release is intended for monsterloving audience.
-prose is good most of the time but inconsistent: "he'd been commanded to do 'that stuff'" -player knows too little of the context of the interaction to be able to understand what the dialogue is about -the lock in options could both be equally read as romantic or friendly, either they should be reworded or lock-ins should be abolished for a fluider system -the speed of the romance is a bit fast, for all i know ive known scorn for all of two minutes, i've spoken with him about self-ideation and he immediately went to bone -some speakers of the text are, at times, undefined, one box seems to have code in it -some diplomatic and idealist options sound like different phrasings of the same concept -there is no intermediary route between ruthless muscular bear-o and the two routes for macha drinking metropolitan
I believe in the quality of this game, and so does the Australian government, apparently, congrats on that.

que?
oh yeah and pointing the camera westward makes it laggy, not sure if its the first outpost or the cardinal direction.
I like the new weapons, the smart pistol got much utility but I'm not sure what the SMG fills? the pistol and rifle ammo are provided somewhat equally, and having even less range isn't exactly want-able.
The game feels a lot more dynamic with the units moving more and the changes to the unit system! and the speed means that the game requires full attention, and the final level was a fun challenge (harpies rip), the only limit to the session length is the hard 5 day limit.
however, the unit system does bug me in one factor, the units are less than interchangeable as the red units are blankly better, maybe the blue unit could be faster in escorting and moving?
Very clean and promising demo, I like the gunplay and I feel the punchiness of the weapons is well sold.
The AI is fairly difficult and the level design, geometrically and pacing-wise, accentuates their difficulty, except in verticality.
As a normal TFPS (or arguably a normal, slow-paced FPS), it plays satisfactory and and is a well oiled experience.
I would argue, though, that while the dash can be useful for pressed situations, it, and fast movement in general, is not well incentivized in the game. normally this'd be a quality, but there is so much cover in the game that not only does it incentivize trapping the AI and picking careful shots when not, but it also impedes any monkeying in the game, the arenas could be bigger to allow for space to move between cover and also cover-to-cover combat, and the enemies should better coordinate pushes andor organize into squads as to disallow camping.
I'd also recommend adding some value that adds with velocity in the last second, which can be adjusted to enemy aim to make it worse as to superficially encourage movement.
Overall, as it is it's a 4.5, but to achieve the genre it's aiming for it might need a new design scheme to make it a fast paced T-FPS (i'd argue there's also not many tactical elements as well)
this version is much better, though as things improve, less noticeable flaws became more apparent.
not all of these are objective, except the saves one, that's objectively objective lol
needs the starting levels to be faster and less boring, and days to be shorter or more filled red sends out soldiers in blue uniforms and with shields? blue sends out red soldiers with weapons? the heat graphic should be flipped, as in if the temp rises, the bar fills up, not depletes the glass should shoot a shotgun hitscan, qol escorting soldiers no longer move at the same rate as their escort, since the escort pauses for a bit before moving (which i like, actually) there should be a limited amount of escorters and defenders out at the same time, with upgrades to the capacity subsequently, stronger melee units should withstand multiple attacks subsequently, muskets sound options there should be two keybinds for each action, incase one is broken raiders should try to attack traders heat should decrease faster, as for kites, gusts of wind should regularly occur, and stabilization as a task tether length should be changeable the flying units should produce their sfx less frequently, and be more directional venting should be a seperate tool XD obviously, no saves is very discouraging
this happens constantly, esp with blue and yellow's fight (also not sure if its intended to end after yellows defeated but blues not)
While running game code:
File "game/script.rpy", line 578, in script call
call ironFistChapter1 from _call_ironFistChapter1
File "game/script_ironFist.rpy", line 924, in script call
$ mapTransition()
File "game/script_ironFist.rpy", line 1189, in script call
$ mapTransition()
File "game/script_ironFist2.rpy", line 166, in script call
$ phoneTransition()
File "game/script_ironFist2.rpy", line 175, in script call
$ mapTransition()
File "game/script_sidequests.rpy", line 655, in script call
$ mapTransition()
File "game/script_ironFist2.rpy", line 265, in script call
call blueYellowFight from _call_blueYellowFight
File "game/scripts/other/setup.rpy", line 132, in script call
call battle pass (fixedset = 'blueyellow', party_list = party_list, skipEnd = False, battle_music ="SWITCHEROO!", preambleScreen="blueYellowFight") from _call_battle
File "game/scripts/battle/battle.rpy", line 634, in script call
call turn_actions from _call_turn_actions
File "game/scripts/battle/player_actions.rpy", line 22, in script
$ endTurn()
File "game/scripts/battle/player_actions.rpy", line 22, in <module>
$ endTurn()
File "game/scripts/define/battle_def.rpy", line 507, in endTurn
audienceChk(currentplayer)
File "game/scripts/define/items_def.rpy", line 306, in audienceChk
if s.trigger == "Assign Decoy":
AttributeError: 'Monster' object has no attribute 'trigger'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/script.rpy", line 578, in script call
call ironFistChapter1 from _call_ironFistChapter1
File "game/script_ironFist.rpy", line 924, in script call
$ mapTransition()
File "game/script_ironFist.rpy", line 1189, in script call
$ mapTransition()
File "game/script_ironFist2.rpy", line 166, in script call
$ phoneTransition()
File "game/script_ironFist2.rpy", line 175, in script call
$ mapTransition()
File "game/script_sidequests.rpy", line 655, in script call
$ mapTransition()
File "game/script_ironFist2.rpy", line 265, in script call
call blueYellowFight from _call_blueYellowFight
File "game/scripts/other/setup.rpy", line 132, in script call
call battle pass (fixedset = 'blueyellow', party_list = party_list, skipEnd = False, battle_music ="SWITCHEROO!", preambleScreen="blueYellowFight") from _call_battle
File "game/scripts/battle/battle.rpy", line 634, in script call
call turn_actions from _call_turn_actions
File "game/scripts/battle/player_actions.rpy", line 22, in script
$ endTurn()
File "C:\Personal\Games\chiproject-2.0-pc\chiproject-2.0-pc\renpy\ast.py", line 823, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Personal\Games\chiproject-2.0-pc\chiproject-2.0-pc\renpy\python.py", line 1178, in py_exec_bytecode
exec(bytecode, globals, locals)
File "game/scripts/battle/player_actions.rpy", line 22, in <module>
$ endTurn()
File "game/scripts/define/battle_def.rpy", line 507, in endTurn
audienceChk(currentplayer)
File "game/scripts/define/items_def.rpy", line 306, in audienceChk
if s.trigger == "Assign Decoy":
AttributeError: 'Monster' object has no attribute 'trigger'
Windows-10-10.0.19045 AMD64
Ren'Py 8.2.3.24061702
CHI Project 2.0
Mon Oct 27 19:14:18 2025
also while prompted for the first clue, if you don't guess skylar correctly twice (aka end up on skylar's turn), you won't be able to progress...i think
the game has improved significantly, other than the textures, the game is getting closer to really, only pointer is that that the mountain between the energy depot and the CPP leads the player, level design wise, towards the harsher last outpost (as in, big wall and lack of a big wall telegraphs hard path and easy path)
pinky promise
This is a fairly well made game, I think the VFX and stylization in the game lift its presentation up while maintaining some performance, the game is fairly easy to pick up and has a rounded player move set which is fairly satisfying (except for the mist which is unwieldy to use and the drift kick which literally doesnt do damage), I think it's a very well made foundation and I like the game stylistically and in concept.
Things are easier noticed if missing than when there as expected.
Louise just has...like... an 8 times out of ten instakill attack that is cast under a second and a half of telegraph and applies in all close quarters scenarios WHICH cannot be blocked AND must be dodged EXCEPT if you're knocked down (AND kinda looks like she's just kissing her to death which is objectively weird) ALSO has a lot of invincibility frames in her attacks AND a good amount health BUT also has quite strong block break abilities AND is quite aggressive SO.
Vixen has, with all respects to the level design, literally no visual space to see her in and no physical space to avoid her attacks, i might sense a problem with a level designed with a lot of repeating patterns in its wall design which do not get hidden to allow for visibility.
She is also incredibly aggressive to a stun-combo degree, Soulslikes can and should punish mistakes, but the stun-locks are only tightly counterable while also pushing the player back, into corners.
I'm not really arguing the game should be made easier, but that the gameplay comes off as an unfun frustrating and somewhat unwieldy luck game, it has balance issues with its bosses, Easy mode does make this much more likeable just by having the gameplay loop much more tight and back-and-forthy.
Not like I'm gonna stop playing it.inb4 a 'git gud'
this would be a fantastic educational tool, it has the cutesyness and takeaway to be useful for children and teens. (also it's a basic incremental)
like Trobonkulous, i'd like you to try out some communist exploration (though i wouldn't say that communism is the only system without monetary incentives)
communism is not an ideology on it's own, like anarchism, it has to be complimented by another ideology to spell out a coherent ideology
like most of us, you're probably picturing the SU or CC as 'communism', however their ideologies are auth-left, which explains the centralization.
the counter to this critique is liber-left with less centralized figures and governments (not to say none) and more focus on collective consciousness (which could be good and bad).

