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Chao Island: Tranquil Corrupt Genocide is a trading card game for the PC, developed by Team Tranquil. The game follows Cap (or Mari, if you're female), a child who washes up on the shore of a strange and unfamiliar island. Cap seems to arrived at an incredibly awkward time, seeing that the island in search of a new leader, as King Mooncow has gone missing. Fusion, understudy of the king, decides to hold a competition to see who can usurp the missing Mooncow— Card games. A giant tower is built in the center of the island, and a card game tournament of 30 people begins shortly thereafter. Cap enters, rising the ranks and uncovering a dark secret at the core of everything.

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The game itself has a retro aesthetic, featuring a full chiptune soundtrack with 50+ tracks as well as 16-bit era sprites. The gameplay is an interesting mix of Fire Emblem and traditional trading card games.

Release is planned for July 2013.

This game provides examples of:

  • Area of Effect: Certain effect cards empower all user cards within a 10x10 square.
  • Battle Intro: Present for mostly every ranked fight in the game.
  • Camera Lock-On: The camera focuses on the currently active card during battles. On the overworld map, it focuses on whatever area you have highlighted in the side menu.
  • Character Portrait
  • Character Roster Global Warming: A vast majority of the cards are primarily based around offense rather than defense. Special priority also highly outprioritizes physical power.
  • Checkpoint Starvation: Frequent in the endgame as well as postgame tournaments. The final five opponents must be fought in a row with no save points or chances to buy new cards.
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  • Color-Coded for Your Convenience: The card types. Ignis is red, Luna is purple, Aqua is blue, Ventus is light blue, Terra is green, Sol is yellow.
  • Com Mons: Averted. Every card is viable until the very end of the game, due to how the battles are set up.
  • Corridor Cubbyhole Run: Fox Boy's map has constant tides that can only be dodged by hiding behind walls. Simiarly, Fusion's has rays of light.
  • Diagonal Speed Boost: Averted. Cards cannot move diagonally.
  • Dialogue Tree: Present in many of the later ranking fight cutscenes.
  • Die, Chair! Die!: Certain walls can be broken by attacks from each element, depending on their color.
  • Event Flag: Defeating characters at the Tourney Tower allows their card to appear in booster packs, as well as to be befriended at the cafe.
  • Fake Longevity: To fight the true final boss, all of the optional tournaments must be completed. This includes tag team tournaments, elemental tournaments, secret tournaments, and a full boss rush, all consisting of the same characters being fought repeatedly. At least the tag tournaments use new gameplay elements.
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  • Golden Ending: Hard Mode's ending.
  • Grimy Water: Twizzly's map features a full line of this between the enemy and player sides of the map.
  • Hit Points: From 1 to 50. Can be doubled to 100 with effect cards.
  • Healing Spring: There's a fountain in the center of the final Mari battle's map that acts as this.
  • It's Up to You: Cap and Mari do pretty much everything worthwhile in the entire game.
  • Journey to Find Oneself: Cap/Mari leaves on one after the ending of Hard Mode.
  • Loads and Loads of Loading: Averted. There's only one loading screen in the game, right before the title screen.
  • Maximum HP Reduction: One effect card can do this for up to five turns.
  • Multiple Endings: Beginner ends after Fox Boy, Easy ends after Fusion, Normal ends after Vivian, Hard ends after Iusti, and the noncanon Insane mode ends after Funky G.
  • New Game+: Insane Mode. The name isn't even close to describing what happens in it.
  • No Bulk Discounts: Averted. For example, a 10-card booster pack costs less than two 5-card packs.
  • Padded Sumo Gameplay: Can happen with certain decks.
  • Point of No Return: Upon starting the fight with Triert, the Tourney Tower enters lockdown and Cap/Mari cannot leave until the rest of the opponents are defeated.
  • Power Equals Rarity: Averted. All cards have an equal chance of appearing in any booster pack.
  • Purely Aesthetic Gender: Averted. Dialogue changes slightly depending on whether you play as Cap or Mari—- For example, Wicca flirts with only Cap.
  • Relationship Values: A rare visible example. Visiting the cafe and befriending characters fills up a small gauge under their name on a chart at Cap/Mari's home. After bonding enough with a character to fill up their meter completely, you usually get some sort of bonus.
  • Rocket-Tag Gameplay: As with Padded Sumo Gameplay, certain decks can result in this.
  • Save Point: Cap/Mari's journal.
  • Scenery as You Go: Fusion and Vivian's maps have light bridges across the center.
  • Scripted Event: A rare case for a strategy game: Battles are this, changing depending on what difficulty you're playing on.
  • Silliness Switch: The end of Insane Mode.
  • Splash Damage: Mine effect cards drop shrapnel on all of the opposing side's cards for varying damage.
  • Suspend Save: Present in Vivian's boss challenge.
  • Teased with Awesome: Two of the rather fun team battles are present in Tier A and don't return until the postgame team tourney.
  • Title Theme Drop: Most songs mix in a bit of the title theme, but the song itself plays when you fight Mooncow.
  • Time Trial: Vivian's boss rush.
  • Video Game Geography: All of the maps are symmetrical. Justified, because, well, it's a card game.
  • Visible Silence: Cap frequently spaces out and has moments of this.

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