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sicave

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A member registered Aug 11, 2020 · View creator page →

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(1 edit)

Oh, and the second chapter, I'll check it out!

this explains the mental state i suppose

i reply with a cry for the damn cursor to lock in the window

why are you ok

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

it's a great survival game, I've never seen any concept like this yet, so this was very indiefresh to play, the pacing picked up a bit slowly, the currency was gained too easily, and the telegraphing of enemies and the difference between kites and balloons wasn't explained, steps to perfection.

the clue appears, but i guessed the clue should be used on the wrong person twice, when skylar's turn came on, the clue just won't work when selected on, neither any of the menu options.
from what my properties tells me, 30th september.

(3 edits)

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)

oh i see! thats useful in a different way! it helps spice the game up more

I sent the mail as well.

I meant more mission or map creator tools or finetuning the amount of militants via console
will do!

Merc Tactics community · Created a new topic sandbox?

is there a workaround or system for mission creation or sandbox fun? also if theres any beta slots open id be happy to test

les go

(1 edit)

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'

(1 edit)

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).

15/20

🌟🌟🌟🌟🌟
sand particles dont seems to render often and there was a bit where I was spotted by the ghost of the month of march in the middle of the waste
those were the only bugs, which is great for a prototype atp, the only other technical issue is the FPS which wasnt unplayable
youre doing really good

pretty great improvement since release, which always was promising.
you are given too many resources in your armament, which leads to the restriction of Stealth (not sure if it's a genre or a choice, if it's the latter then ignore this) being undermined.
sidenote, this also makes binos very useless
spreading out the map, lowering the helicopters (to grapple on) and lowering the terrain (while letting the board maintain more velocity) would allow for more space to enjoy the board and worm mechanics.
the most close outpost has the cube to take, which trained me both times to look out for other objectives in the outposts, (would be cool) could just ctrl c v the cubes tho
on a more meta level i'd suggest playing into more of this cool 1manarmy vibe, as well as the speed and momentum mechanics
also, probably remake the page, lay out a roadmap, andor use update posts

again, sickassshit so far, gw gw ♥♥♥

did yall forget the link?
https://store.steampowered.com/app/3581890/CatLands/

good demo, i like the concept of the generation and cant wait for the render

I see, mb

meant more that the cameras keep your overall perspective the same (eg: W is always away from the camera) to compensate for human instinct rather than as a controls specific

Amazingly visually and auditorily creative, especially for a jam game.
The level design, even with the clunky camera changes mixed in with the hardy controls, is maneuverable and unique while maintaining an avant-garde nature.
It displays a good grasp on balance between gameplay and presentation, difficulty and approachability, passivity and activity.

The sticking point has been the controls for everybody, including me, there's a game dev couple cheats and ideas that could be used to alleviate this kinda issue (directional arrows, maintaining axis through different camera views, etc.), but every approach has its own drawbacks.

(2 edits)

unable to find left side limbs on market? reinstalls don't work.

(1 edit)

Act 2 is a colossal improvement, I felt the nuances of the writing start to reveal themselves and fill a lot of the questions that I had, forming a much better mold of the characters that give the cast a much-desired amount of independence from the first impressions and tropes that were established.

Albeit further proving (at least to me) the title is misleading, I felt much more attachment and relatability within not only Tab but the rest of the casts' viewpoints on the events of the game.

I feel somewhat vilified in seeing TMGIAB not only reach a Steam release but better establish its main plot threads and while I see the adherence to identifiable tropes as a bit of a constraint, it's great to see the game hasn't let it be a constraint when engaging me in the story.

While the twists are a bit...unexpected (I don't know whether I mean that as a positive),  I still felt enthralled in the plot the game was following, and I'm excited to see where Act 3 heads next.

Obviously I'd be amiss to not mention Robin's jawbreaking  vocal set piece  and overall fantastic performance (get this mf a grammy), as well as the rest of the casts' improvements as they start to settle with the roles more (tay fern's still goated), along with the bettered sound design and art all around (respect to that 3d CG artist).

in other words
game got good

💖💖💖

curious, what's going on backdoors?

Just tested, J still doesn't progress into levels in the overworld. (which is a weird discrepancy)

Amazing news!

Sorry! to be earnest I did forget.

First off, the game got cleaned! Everything is much more polished and smoother, good progress!
The animation and music is incredibly decent as well, though I do think the art direction is a bit too muted.
 I'd also note that some tweening on the movement is not meant for pixel art, and as such looks somewhat weird.

However, some of the enemy moves are not well telegraphed, to be clear, telegraphing should tell you what the enemy's going to do, whether or not they'll move, the size of the attack, and when it'll happen; which some animations fail to do.

Most subjectively, my eyes just sorta glazed over the lore and characters.
I don't come close to know enough about writing to tell why, but I've noticed overcomplicated terms and names along unnatural and uninteresting dialogue with unintriguing characters tend to correlate with this issue.

Overall, the gameplay could use some better flow in combos, but the quality of the general game has been well improved since the last time I've played it, good work!

This is an excellent concept! I love this!

No DLL, so this is actually unplayable.

Sure!

I'm going to assume I have a device-specific issue or a intellect deficiency, since pressing J does not start the first level.

especially for a 1st serious game: troops, troop ai, troop commanding, a couple weapons, etc.
it's...mechanically shoddy and somewhat unfun, there's no real pace and everything is very easy since you have 3 lives, can regenerate your current one as long as you spend your time for it, and have virtually infinite ammo and squadmates.
But I really do want to emphasize this is impressive effort, and I'd wager I'd have a lot of fun watching the AI interact against each other (for example, the helicopter scene was very cool).
Good work!