I wanted to give some fast first impressions, so here goes. The game is reliant upon the comic for a lot. I've started reading the comic, but it will take me a while.
Setting:
It seems to be space opera with some new-age style spiritual elements. There's a gladitorial story presented as a reality show within in the comic, but that doesn't appear in the game, and so the name of the game is a bit mystifying if you haven't read the comic.
Presentation:
The art is almost professional-level. It evokes a slightly less-than-serious setting, but not something completely zany or comical. As for layout, it uses huge fonts and large margins to stretch out a small amount of text. The images behind the text make it annoying to read more than a few lines at a time.
Missing bits:
The game is currently missing a technology/equipment section and needs one. Despite the presence of a history, it still needs a setting, something to establish how things work at the time of play. I guess that's supposed to come from the comic, but I haven't got a clear sense of it from what I've read of the comic (or its exposition sections) so far. Experience points are also mentioned, but never come up again.
Areas of conflict:
- racial stereotypes: there are no explicit conflicts, so races can work together, but stereotypes can lead to standard misjudgements and differences
- good/evil ideological stereotypes: a standard reversal - the ones that reflect archetypical good are pompous and prejudiced, the stereotypically evil archetypes are just misunderstood
System:
Success test vs target number. d6, roll and add attribute. 1 and 6 fixed fail/success, so the actual variable range is only 4. Attributes range from 1-6, plus bonuses (up to +3). There are no opposed rolls as near as I can tell, nor are there any consequence mechanics (e.g. hit points), meaning the success or failure of an action does not clearly lead to a result. Given that the comic is filled with violence, this makes the system singularly unhelpful. Equipment doesn't seem to matter (something at odds with the comic).
Characters:
Characters are developed primarily through selecting two types of stereotypes. As such, they come across as a chosen power combination. This reflects well the opening depictions of the characters in the comic, which are initially presented very shallowly. Personality is mostly affectation.
I'm not sure what to do if you roll a refinement stat higher than the potential stat. Reroll? Lower it to the potential stat? And as for role, it is hard to come up with accessories if you don't know what accessories in this universe are like. Examples may be found in the comic, but I'm not sure what counts as an accessory. An earring? A violin case? A weapon?
Suggestions:
There are huge gaps in this game that need to be filled in, both in rules and in setting, on the grand scale and in the details. So much so that it's difficult to give suggestions because I can't tell where you're trying to go with it, though reading more of the comic may help a little. This game desperately needs to go back to the brainstorming stage.
Hopefully I'll be able to give better feedback and suggestions after reading the comic.