Plight of the Phoenix
A downloadable game for Windows
Submitted for the 3rd Annual Preggo Game Jam.
Plight of the Phoenix is an RPG Maker game that I developed over the course of three weeks. It contains pregnancy and hyper pregnancy content (screenshots show only the first stage), so if the above isn’t your cup of tea, then fair enough.
The main gameplay involves keeping your ship – The I.S.S. Phoenix – from falling apart and falling prey to the [THREAT]. Acquire resources, refine them, produce replacement parts, upgrade ship modules, and work towards reviving your crew from their untimely demise so that you can escape.
It is recommended to use WASD and the spacebar to move your character and interact with items, as it pairs well with other hotkeys such as ‘Q’ to swap items in your possession and ‘tab’ to cycle the portrait image transparency. Some menu items require the use of a mouse to interact with.
I also highly recommend browsing through the tutorial codex. I didn’t have time to implement a proper guided gameplay tutorial, so jumping in without any knowledge is a good way to get lost.
***
Promotional stuff aside, there’s a lot of stuff I wished I could have put into the game that didn’t make it due to time constraints, but given my full-time work schedule and family life, I think I’m satisfied with what I managed to round out in the end. However, I’m probably not going to be adding additional features in the future other than bug fixes and difficulty balancing as needed, as PotP was a break from my main project Amalgamation.
If you play this game and enjoy it, thank you. Otherwise, let me know what didn’t sit well for you and I’ll take it into consideration as I continue my game dev hobby.
***
Credits:
- Music - VoidInVoid
- --Plugin Credits--
- Yanfly - SelfSWVar, YEP_MessageCore, YEP_X_ExtMesPAck1, YEP_EventProxActivate, YEP_PictureCommonEvents, YEP_GabWindow
- Yami – Yami_SkipTitle
- Fallen Angel Olivia – Olivia_MetaControls
- Galv - GALV_CamControl, GALV_LayerGraphics, Galv_VariableBar
- Shaz - Character Anchors (MV)
- Krimer – ScreenVariables
- Creta Park – TweenPciture
- Tor Damian Design / Galenmereth - MouseSystemEx
- --Sound Credits--
- ModularSamples (freesound.org)
- toxicwafflezz (freesound.org)
- AmeAngelofSin (freesound.org)
- adh.dreaming (freesound.org)
- Samantha Castleberry
- ZapSplat
- --3D Model Credits--
- Starlene - Spacesuit clothing asset
- BR-MS - HUB lab model assets
- Milkies - Cables and Satellite Dish model assets
- Ash - Space Debris and Table/Chairs model asset
- Fouetty - Spaceship model asset
- SilusCrow - Cryochamber, Sci-Fi Table, Workpad models.
- Ram-o-ram - SciFi Modular Tower model asset
- Honey Select 1 - Other model assets
- --Other Credits--
- heaven castro - Lunatic Superstar font
- Beary.dsgn - FluxBoxes font
***
Updates:
V1.01:
Hopefully fixed a bug where faults would be created en-mass for a few frames when loading a checkpoint due to the wait variable having a default value of 0 for a few milliseconds
V1.02:
Turned off teleporter during final ending cutscene.
V1.03:
Removed a debug event that was hidden in one of the walls (it was used to generate additional module faults), and fixed bed-quit events so that all three tiles are interactable.
Status | Released |
Platforms | Windows |
Rating | Rated 4.2 out of 5 stars (11 total ratings) |
Author | GooInABox |
Genre | Simulation |
Made with | RPG Maker |
Tags | Adult, pregnancy, pregnant, RPG Maker, RPG Maker MV, Sci-fi, Singleplayer |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Install instructions
Unzip and run Game.exe
Comments
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Has anyone else been having issues with the game freezing on them while there walking around.
Edit: I can't figure it, I don't know why it started happening, like the game but need help dealing with this issue.
its been 2 hous and i still didnt understood the game.T_T but i really loved the concept of its a really good game. althought i do need help
trust me brother, spend some of your time reading everything in tutorial. and then everything will be clear. B )
ill try bro
one of the best game so far, keep up the good work sir B )
Yo.
Finally finished. No, nothing bad. But since I'm not really good at English (not to say terrible), I had to restart the game five times to understand the tutorial. In the end, I had to test everything in the ship because I still hadn't understood anything. But I'll overlook this point on my poor English and won't take it into account in my review.
Before I begin, I'd like to point out that I'm against the intensive use of plugins in Jams. In my opinion, your project is a bit anti-gaming compared to all those that started from scratch, given the number of plugins in your games. Especially since, aside from the title screen, I haven't seen anything impossible without plugins. But I'll come back to that later.
I like:
-The game is really very well thought-out. As much as the concept, the storyline, and the gameplay. You really worked your ass off.
-The graphic style is very well-adapted.
-The music is good. The change of pace depending on the game's progress is also a good idea.
-The engaging gameplay requires optimization and very interesting quick thinking. It also requires a certain amount of dexterity.
In the middle
-The map is really not practical, but I imagine it serves the gameplay.
Like less:
-It would have been interesting to include the gameplay book in the game, even if there's no tutorial.
-The gameplay doesn't stop during the cutscene. This prevents you from having a moment of respite from the ambient stress.
-The fact that you can't set a priority for materials (or I haven't found how), and sometimes you have to wait a good 3 minutes (which is extremely long in this game) for a useful resource to appear.
-The final image covers almost 40% of the screen. Before that, it's okay because the playing area is quite large. Even though it was long, I had fun beforehand, but from that moment on, I became annoyed by the loss of visibility. Since the game is very demanding of the field of vision, you could almost say that the image is the additional difficulty of the final stretch of the game.
Critical Bug:
-If you try to save your crash.
-Using the options screen causes the game to crash with a message saying that a resource cannot be loaded.
For such a complex game, I've only encountered this bug. GG!!!
Technical:
-Implementing a system that disables the entire gameplay to simulate a pause would have been useful. For example, you can define a key with "Input.isRepeated(buttonName)" that activates a switch on each event that sends you to a blank page and opens an internal menu in the game. I'm talking about including your rulebook without the game continuing to progress, or stopping the game during cutscenes. Because we can't take the time to read when the game's sounds make us understand that the ship continues to deteriorate.
- There are plugins that are used and that could be avoided with knowledge of the basic software.
Final point:
This game is overly complex. It's very interesting to see how you adapted RPG Maker to make it a game of reflection and speed. However, I find the difficulty level for a first level quite high (and I played on easy, lol). I had to restart the game five times to reread the rules. 40 minutes to understand, another 30 minutes to build the entire ship, and it was only then that I understood what I really needed to do. I agree to put this down to my level of English, but still. Even with a good understanding, this game will not be suitable for everyone. But I did not say that I did not have fun. On the contrary, I explored the ship from top to bottom and only focused on the final objective (which I found after 30 minutes) after having completely repaired the ship. I took a perverse pleasure in optimizing the pattern and being a completionist. Even if the last pregnancy level really annoyed me. I understand that it is a jam around that, but it should not be at the expense of the gameplay. Finally, I am not going to reduce your work, but I see few things that really required the use of so many plug-ins. I find that using so many plug-ins has something anti-game, especially in a Jam where some people start from scratch. One or two, like Skip Title, which seemingly adds an extra layer of difficulty to making your own menu, I'm okay with, but as for things that can be done with a little knowledge... not my thing. This is just my opinion, and I know it's allowed, that you're within your rights, and that it doesn't take away from your legitimacy to participate. You still worked very hard. It shows, and you've created a magnificent game in many aspects. But for me, all these plugins...
As I said, it doesn't take away from the work accomplished and putting plugins together, which still requires work and rigor.Your game is currently the most complex game I've seen on the Jam games. I had a lot of fun. You've created a little bomb that I think, with a little addition and optimization, could be a huge hit. Thank you for sharing your work and I wish you continued success. Good job.
This is one of those "good concept not for me" type of game. The art is nice, the idea is nice... but I had to struggle through an hour of gameplay to get to the ending. I'm sure you can do it faster but that's not really the point. It was an hour of total concentration and movement (50 mins according to in game time but I know I paused a few times to work out what to do next)
For me, it's a matter of 'breaking things up' I feel like there needs to be some downtime here because I am mentally drained now that I've finally finished it.
That being said... I would recommend it. Maybe pray for a video tutorial or something because I didn't quite understand everything after reading it but aw well I got there in the end.
Really hard to keep track of everything. Good concept but I am not cut out for this.
i feel like it’s a bit too many different things to keep track of at the same time, but i like the concept
Quite a fun little game.
I finished it in 20 minutes in simple mode (actually it took two to three hours to complete the game). The game is quite interesting, but the operation is relatively complicated and it takes some time to understand.
In addition, I will talk about my personal understanding (if there are players who are willing to enjoy the game alone, please don’t read the content I posted): Don’t give priority to making the materials needed for the petri dish, which will greatly increase the difficulty of the game. Instead, give priority to making modules, and give priority to making upgrade modules, followed by T1 modules, and others are optional, so be sure to keep a lot of gray planetary materials. I personally think that the order of distribution of upgrade modules is: engine, main console (the instrument that distributes electricity in the center), instrument for searching planetary materials, instrument for making modules, and the plate next to the petri dish that can increase the speed of movement when loaded. The others can almost be ignored. The best order is to make two for the main console and two for the engine first, then you can fill all the instruments with upgrade modules, and occasionally make some T1, T2, and T3 modules when you have time, and then stock up some green materials needed for the petri dish, and you can easily pass the level.What does the screen flashing red mean
The [THREAT] has caught up. AT 200km or less of distance (determined by engine efficiency and current phase level), the screen will tint red. At 0 distance, you will hear screeching and the shield will begin to take damage, followed by a game over if quick measures aren't taken to speed the ship back up.