A blog to chronicle my thoughts and tribulations in game development. Currently I'm developing Phoenotopia.
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Star Iliad DevLog #04: Revisiting some old Story Drafts
The game has evolved a lot from whence it started. For fun, letâs dive into some old concepts. Donât worry, they wonât be spoilerific since the current story has evolved far away from what will be shown.
The First Step
It starts with some programmer art:
(the weird trees above are giant hairs)
From the get-go, we knew we wanted the player to feel like a microscopic entity exploring the inside of something colossal. Something about the interplay between the small and the big just fascinates and captures the imagination.
(âHoney, I Shrunk the Kidsâ â one of my old favorites)
Organs naturally lend themselves to uniquely themed-dungeons, and the bodyâs internal features fit neatly into the âlock and keyïżœïżœïżœ gameplay of a Metroidvania. âBone blocksâ form hard barriers â requiring missiles to break. âFat blocksâ are gooey and resistant to blunt force â theyâd need to be frozen first. Swimming through the Lava of the stomach requires the player to don a special suit, and so forth. An elemental system was forming â one perhaps a bit more interesting and exotic than usual flair.
(originally, the stomach had green acid, but the bright green felt too garish and tired the eyes, so we reverted to a lava-themed stomach instead. The tried and true biomes persist for a reason)
Nature vs Metal
âInstead of a metallic ship being taken over by fleshy aliens, what if it was a fleshy ship being taken over by metallic aliens?â Whales with their otherworldly wails (heh) have long storied our literature â they would serve as the flesh ship. The main villain would be a living metal virus â a corruptor that made things metallic.
(For a while, the villain was internally referred to as âSHODANâ from the game System Shock)
The whaleâs immune defense response â white blood cells â made for natural enemies. Story ideas started to form about an inner war between the Whaleâs immune system and the Metallic Virusâs infected army. The player would be caught in the middle.
Introducing âSkellsâ
The White Blood Cells were named âSkellsâ due to its similarity to the words âskellingtonâ, âshellâ, and âcellâ. The Skells sported bony exterior armor â I liked the gameplay potential of fighting partially armored enemies with clear strong areas to avoid and weak areas to target. Itâd require the player to think about their attack angles.
(another early art conceptualized the Skells as ant-like)
As we added more to the skell class monsters, we realized their design was all over the place. Some looked like bugs, others looked like dinosaurs, and one even looked like an otherworldly humanoid
Skell Rules
We needed to set the rules for what a Skell could and couldnât be. Like a game of musical chairs, whatever category the Skells occupied, that would rule out that category for others. If the Skells were dinosaurs, non-skell dinosaurs shouldnât exist. And if the Skells were bugs, non-skell bugs shouldnât exist. Otherwise, the design language for creatures would get too muddy and the game worldâs internal logic would falter. So, some rules were set. Skells would:
have no eyes (reinforces they are hive-minded)
sport white exoskeletons (and distinct purple skin)
generate barrier reefs (think platelets)
be Reptilian
We chose Reptiles in the end â they looked cooler. The decision was also aided a little by the fact that we had good dinosaur sound effects on hand.
Bugs still exist in the game â they just wonât be Skells. See this creature before and after âdeskellificationâ.
(You might be thinking â why would a whale have dinosaur-themed white blood cells? Donât worry, weâll answer that)
Is there a doctor onboard?
With the game taking place inside a giant ailing whale, it seemed natural to make the game about curing the whale. The whaleâs immune defense response was targeting all things metal â the playerâs metal space ship was mistakenly targeted as a result â stranding them. Through curing the whale, the player could secure their escape.
The original designs for NPCs youâd meet on your quest were more doctor-themed. They all sported lab coats. Hereâs a look at some early designs:
(Finn, Gort, Irene, and Dewber. One of them only pretends to be a doctor. But who?)
Closing remarks
As these things usually go, the story that we started with has long since evolved into something else entirely. We abandoned the idea of a Metal Virus main villain, and we moved past more literal interpretations of organs â too fleshy and bumpy felt creatively limiting after a point.

(this Titan stomach in Xenoblade 2 shows thereâs a lot of ways to interpret what an organ could look like)
We kept the Skell Dinos
Looking back at these early drafts, Iâm reminded of how nonlinear game development is. Ideas morph, collide, get tossed, and sometimes circle back in unexpected ways. All part of the journey.
Thanks for reading! The next dev update will land at the end of September.
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DevLog #03: The True Weight of a Double Jump
One of the most common requests I received for Phoenotopia was to add a double jump. Of course, once the game was out, adding a new movement mechanic like that wasnât feasible without dramatically altering the levels and puzzles. Itâs one of those deceptively small changes that carries massive, far-reaching consequences.
Still, I mentally bookmarked the idea for our next project.
And now, in Star Iliad, we present to you: Blytheâs Rocket Dash!
(the tells of dash ability are built directly into her suitâno separate dash indicator bar needed!)
At first, I thought dash and double jump were functionally similarâso similar, in fact, that splitting them into two separate upgrades seemed redundant. Why not combine them into one cool ability: an 8-directional air dash? One upgrade, two functions!
Well, as it turns out, thereâs a reason most games separate Dash and Double Jump. Giving the player too much aerial mobility too early drastically changes how levels have to be designed.
In Star Iliad, Blytheâs normal jump reaches 3.5 tiles. That means any platform 4 tiles up is out of reach, letting us create dense, puzzle-like platforming segments. But once you add a double jumpâor in this case, a Rocket Dashâthe vertical reach increases to 7.5 tiles. Suddenly, those once out-of-reach platforms are now trivially accessible, and the whole world has to expand to compensate.
Take these two areas as examples:
The Whaleâs Blowhole (Pre-Dash):Â An early-game area with platforms spaced about 3 tiles apart, creating a tight, intricate route.
The Whaleâs Stomach (Post-Dash):Â After acquiring the Rocket Dash, the spacing between platforms increases to account for the playerâs enhanced vertical and horizontal movement.
Once the Rocket Dash enters the picture, moment-to-moment level design has to change significantly. Itâs a powerful toolâand if not carefully balanced, it risks becoming the default solution to everything. Cornered by monsters or projectiles? Just dash away!
(Early on, this chest requires careful platforming on wobbly leaves and dodging enemies. But if the player comes here post-dash, they can just hop directly to the chestâbypassing the âintendedâ challenge)
My go-to methods for guiding or blocking playersâtight walls, precisely spaced gapsâneeded a full reevaluation.
You might be thinking: âWhy not just make the walls higher and the gaps wider?â Sure, we can do thatâto a point. But Star Iliad takes place inside the body of a giant space whale, and that carries anatomical limitations and caps how much space we have to work with.Â

(Our very first step into designing the map was sketching out an internal anatomy cross-sectionâand weâve been filling it in as we go. This early decision has had profound pros and cons)
As we continued building levels, I started missing the denser platforming possibilities from before the player got the dash. I even debated splitting Dash and Double Jump after allâor at least pushing the dash acquisition further back in the game. Itâs hard to argue with the tried-and-true design of critically acclaimed games like Hollow Knight and Prince of Persia, which separate these upgrades for a reason. On the other hand, games like Ender Magnolia go the opposite route, offering powerful aerial mobility early and close together â and it works!



Conclusion: Embrace the Challenge!
Ultimately, thereâs no âwrongâ decision here đ€
Rather, the designer makes their decision the right one with their ensuing design choices.
In the end, I decided to keep the dash as it was and embrace the challenge of designing around this early aerial maneuverability. They say the best creativity comes when your back is against the wall đȘ
And, plenty of head-scratching and iteration later, Iâve since come up with some pretty ânovelâ solutions that still make full use of the dash/double jump comboâwithout letting it overpower everything.
For example:
What if there was a dangerous sleeping monster? And loud noises (such as from your gun or dash) would awaken the monster?
Or, what if there was a âgooâ mechanic? Contact with goo monsters or goo obstacles could inflict âgoo statusâ on you, slowing your movement, jump, and dashâŠ
Or, what if there were tons of spikes? (And the spikes were insta-kill or something)
And more! The possibilities are endless. Which ones will make it into the game?
Letâs say these surprises are best discovered⊠mid-dash đ
Thatâs all for this updateâthanks for reading!
(Next update will drop at the end of July)
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Star Iliad DevLog # 02: The Importance of Pacing
When it comes to making commercial video games, let's just say it's not our first rodeo đ
(It's our second)
Steam automatically compiles various play data from gamers. From Phoenotopia, I know that we have a roughly even split of keyboard users and gamepad users. From achievements, I can tell which bosses were defeated and how far the player got (although our implementation of achievements requires the user manually unlock it, so it's less useful data). Today, I want to focus on one specific data pointâthe median playtime for Phoenotopia.
Unfortunately, the median playtime clocks in at 4 hours.
I think that's right when the player reaches Atai.
(Atai - the death place of so many playthroughs)
A working theory has been forming:
Atai is the first real "slog" where players are stuck in one place for a long time. Itâs a big town with 70+ NPCs to chat with. Itâs easy to get lost, feel like you're not making progress, and then tap out.
Two major quest lines must be completed before reaching the second dungeon: getting the bombs and getting the flute.
Get BOMBS
Meet Lisa and learn of her plight
Find the bomb makerâs houseâit's locked.
Tell Lisa you need to unlock a door.
Lisa refers you to Garnet, who gives you a âwatch the kidsâ quest.
Play hide-and-seek with the kids.
Comb through the entire town looking for the kids
Go to the bomb maker's house and claim bombs
Get FLUTE
Meet Lisa and learn of her plight
Find the jailed Ouroboros manâhe wants wine.
Go to the tavernâno ID, no wine.
Talk with Lisa and get her ID
Dye your hair to look like Lisa
Buy wine with fake ID
Go to the Ouroboros bandit and exchange it for the flute
Phew. Looking back, that is a LOT. And we don't even have a quest tracker >_>
I love romping through towns and chatting with NPCsâitâs my favorite part of JRPGs (the genre Iâd be making if I werenât making this). But maybe I let that influence the design a bit too much đ€
During these quests, thereâs very little actionâunless players explore optional caves (which donât quite scratch the itch). So after 1-2 hours of town questing, many players drop off. Thatâs why so many runs end at 4 hours. That's my theory anyway.
That brings us to todayâs blog topic: PACING
Long story sequences should generally be avoidedâit's a sign of poor pacing. If a long sequence canât be trimmed down, it should at least be broken up with action. Think of it like making a burgerâit needs balance.
(Atai is like the burger on the leftâonly meaty "story" sequences. A well-paced game is like the burger on the right â it utilizes crucial tomato and lettuce "action" set pieces to mix things up)
Now, one of our new core design goals for Star Iliad is that if you take any 90 minute slice of gameplay from anywhere in the game's campaign, youâll experience all of the following:
Exploration
Combat
Puzzles
Boss Fight
New Upgrade
Story Progression
That's the core "game loop". Of course, to stay balanced presents its own challenges because we can only control so much. Players set their own pace, and some will inevitably get lost. As designers, we can mitigate this by packing the game with so much content that there's always something new around the corner - make getting lost fun!
(It's going to be a lot of work though...)
It does raise some challenging design questions. For example, how can you deliver "story" sequences when you're deep in the whale's intestines, far away from town?
Our answer is to employ something akin to Metal Gear Solid's codec calls. It's the future and people have "cell phones" (or holographic communicators in our case). You can call NPCs and they can call you (Players can also ignore calls if they'd prefer less story)
To conclude âpacing is important! No more hour+ long story sequences! Excepting a couple scenarios - say at a crucial turning point in the game. Long exposition dumps need to be earned. Pacing is something weâre going to be vigilant about through all of development.
(Steve Ballmer understands how important Pacing is)
Thanks for reading!
(Next update will be in two months, at Mayâs end)
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Introducing Star Iliad!
Weâre happy to announce our next game, âStar Iliadâ! Now in development.
Star Iliad is a retro-futuristically themed Metroidvania that takes place inside a giant star whale.
See the teaser trailer!
youtube
In the game, youâll play as Blythe Braves, a Star Ranger who patrols a remote region of the interstellar frontier. Heeding a distress signal, she investigates to find a curious large rock formation in the shape of a whale. Shortly after landing and locating a couple of castaways, her ship is destroyed by unknown alien creatures. Stranded and surrounded, but not outgunned, she joins forces with other castaways in a bid to escape. A big adventure ensues!
Where Phoenotopia had more Zelda-style leanings, Star Iliad dives deeper into Metroid territory with a larger, interconnected map and a stronger focus on gun combat. Weâve learned the correct lessons from Phoenotopiaâ which is⊠Guns are Good đ Bats are Bad đ (joking!)
The story wonât be taking a backseat. While Phoenotopia featured a large ensemble cast, Star Iliad narrows its focus to a smaller group of more thoroughly explored characters.
(Characters can leverage expressive portraits to drive emotionally charged scenes)
Some additional in-development pics. We have both very finished & very unfinished looking areas.
Legacy of Phoenotopia
Since Phoenotopiaâs development concluded, weâve received some really encouraging emails from fans expressing how much they enjoyed it and even sharing their concern about whether we were doing alright. This meant a lot, especially considering Phoenotopia was not a strong seller.
For a while now, Iâve felt the need to allay those fears and let everyone know that weâre alive and hard at work on something new. With Steamâs fourth anniversary for Phoenotopia approaching, it felt like the right moment to finally share an update.
True, Phoenotopia was not a strong seller, but it would not turn out to be as bleak as I previously believed. Long after sales should have dwindled to zero, the game found a small, but steady thresholdâa lifeline that has kept us funded. Weâve also been able to rely on family (and the occasional side job or two) to stay afloat.
Lastly, I think the game got some organic word of mouth, so there would be random times here and there where a youtuber or renowned streamer covered Phoenotopia and weâd get an unusual sales spike out of nowhere.
So, to all the fans who supported us, whether by buying the game, spreading the word, or just sending us kind messagesâthank you! Youâve sustained us in ways you may not even realize, and weâre incredibly grateful đ
Chronicling Star Iliadâs development with a new Dev Log! (on wordpress)
After Phoenotopia, there was a bit of wandering around and thinking about what was next.
I wanted to settle into a quieter pace of development for a while. With Phoenotopia, I had been doing long form dev log updates. I wanted to try something different â a smaller, but more frequent form of dev logging. And it appeared that the new dev blogging meta was social media like Twitter & Instagram.
But there was no point in starting right away. Because 4 years back, we didnât know what we were working on. It would take about a year of exploring & feeling around before âStar Iliadâ developed enough shape and form that it could be talked about. Then we started twitter (@StarIliad) and instagram (@StarIliad), and started posting. Not as regular as I thought I would it turns out â short form updates have their own unique challenges and dev logging is always easy to neglect.
Still, if youâre curious, you can look at the StarIliad twitter account and enjoy the past 3 years of short form dev log posts (it may keep you entertained for all of 10 minutes).
As for the instagram account, it never quite took off, basically dying right out the gate >_>
In any case, weâre in the midst of development. Itâs difficult to see the finish line from here, so I canât announce a release date. What I can announce is the return of the dev log, where like times of yore, I will be chronicling our thoughts and tribulations until we reach the finish line. I invite you to join us by subscribing to the new dev log on wordpress.
(Also, please wishlist on Steam! It helps with the algorithm)
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Phoenotopia releases on PS4!
Wow, it's been 4 months since the last blog post. As stated previously, I'd return to the blog if any noteworthy news occurred. And that has finally happened with the release of the PS4 version!
This port was handled completely by the game's publisher, Flyhigh. Which I really appreciate since it's freed us to work on our next project. The game runs pretty well on Switch, so the game should run just as well if not better on PS4. And from what they've shown me, they've even improved a few things (like the options menu).
(Much nicer than the debug-like menu I had in the Switch and PC release >_>)
If you've been eyeing the game and PS4 is your preferred platform then check it out!
(NA) https://store.playstation.com/âŠ/UP0881-CUSA28690_00-2406084âŠ
(JP/æ„æŹèȘçăăĄă) https://store.playstation.com/ja-jp/product/JP1178-CUSA26867_00-0404947008980030
(EU) https://store.playstation.com/âŠ/EP0881-CUSA28691_00-4791386âŠ
And if you're waiting for the Xbox version, that's still incoming! I'll be back to announce when thatâs finished.
Fanart
Lastly, some new fanart! This is by no means a complete chronicle of all the arts that have appeared since the last blog post, just a few that I've encountered in recent memory:

A comic by niitsu_kentaro. Gail realizes the Megalith's potential as the ultimate weapon. The people cowering in the last panel got a big laugh out of me.

Next, what if Gail competed in Smash's Homerun contest? 1k_ammo thinks sheâd do really well!
Next we have three different depictions of Gail!

Art by ochan_nu. Manga-style, dark and gritty.Â

Art by black8819. Colorful, light and cheery!

Art by Arou03. Cool Action hero!
So many different ways to portray Gail! Very impressed and touched by all the cool arts the artists have created. As always, thank you very much!
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The Last Phoenotopia Blog Update
(Date 2021 MAR 01)
I debated how to open this blog post, but perhaps the main crux of this blog post is the best place to start. The blog is being retired.
The purpose of this blog was to be a "development" blog for Phoenotopia, and well, Phoenotopia's development is done. I'll still be doing bug fixes and maintenance on the PC and Switch versions, and playstation and xbox ports are underway (by a publisher). But I'm not going to be making any more major changes to the game. At some point, you put the paintbrush down and say it's done. Blemishes and all.
Recent Events
The game launched on Steam last month, and like any launch, it was hectic. Bugs Galore. This is our first commercial PC launch, so it was a real baptism by fire. Unlike Switch's one configuration, the PC has multiple configurations and factors to account for. The game needed to be able to handle multiple control schemes, screen resolutions, refresh rates, and more! I had a 60Hz monitor going into launch and didn't know anything about Hz (I do now). There was a troublesome stutter that some players were sensitive to that my whole team didn't notice since our eyes compensated it away. There were a few times where in fixing something at one party's behest, it introduced problems for another party. A few times, due to disorganization, I unwittingly rolled back a fix that was meant to be applied. For some, the game couldn't play at all (really glad Steam allows refunds).
It was messy. It was tiring. I.AM.BEAT.
I think the worst of it is over... I'll still be around to do the last updates and bug fixes, but I'm ultimately ready for what's next.
SO what is next?
What isn't next... is Phoenotopia 2. As you may have heard down the grapevine, the game couldn't be what you call successful. No one's earned even minimum wage on it.
Maybe there's hope in the game's long tail. A year or two down the line... maybe. I won't hold my breath though. At some point in the past few months, I finished processing (or grieving) and it's time to move on.
The game has at least earned enough for us to continue our modest operations. As long as we don't expand the team, and we don't take another monster six-year dev cycle like what Phoenotopia took, we can continue. We'll have to be smarter and faster. Perhaps the most valuable thing we gained from all this is experience.
The Experience
It is a dev blog. Here are some of the lessons I've accumulated from this game's development.
- Have a good menu design. Menus aren't just that in-between fluff before you get to the good stuff. Menus are KEY. Your menus need to be robust, expandable, and *understandable* (to you, the developer). Because once the game's out, you will invariably be asked to add more options. And if your menu design is bad, every time you have to add a new menu option, it becomes a whole new pain all over again. Support mouse from the get-go, etc.
- Focus on features that people will actually care about. For instance, I've never seen anyone praise the camera's zoom feature. In practice, people try that feature a few times and then never use it again. But that feature was a constant consideration factor for every level. Run through it multiple times to make sure the level didn't break, think about which zoom levels made sense, resize rooms because they worked at one zoom level but not the other, and so on.
- Don't do boxes that you can move around. Other 2D platformers avoid movable boxes because they're a huge headache to program and they really complicate the game space. Enemies need to respond to boxes you throw in their path and either navigate around or attack it. When you're moving the box, you have to worry about constantly changing your collision size and reconciling when the box gets snagged on the environment. The boxes were also a constant source of bugs because people can manipulate them to soft-lock themselves and more.
- More focused script. Phoenotopia's 100,000+ word script was panned more for being bloated than it was praised for being lengthy. Long scripts take a long time to write and make the game more unwieldy, increasing the costs of translation and upkeep. Every update we're addressing some textual error or mistranslation. There are some highly renowned games (e.g. Hyper Light Drifter) that do without a script at all!
- Be flashy! A bat and a lightsaber take the same amount of work to program, but the lightsaber will draw a lot more attention and interest.
- Slopes, surprisingly! Six years ago when I started, Unity was ill-equipped for 2D games. If you used the physics that Unity provided you'd have a really floaty character that wouldn't adhere to the slope when going downhill. There were a hundred different tutorials saying different things (use forces, use move position, use translation, etc). You can get rectangular collisions done in a day, but to do slopes took weeks. Meanwhile, games can actually get by fine without slopes. Most people won't even notice. Did you know the Phoenotopia flash game didn't have slopes? Neither does Hollow Knight or Rogue Legacy. You can save yourself a lot of work by avoiding slopes.
(big entities look weird on slopes. Bad slope!)
I could write enough little knowledge nuggets like this to fill a book! But I'd rather just make the next game.Â
So⊠what IS next?
As mentioned previously, it's not Phoenotopia 2. Pirate and I are mostly just tossing some ideas back and forth right now. We'll go silent for a year (or two). Our next game's scope will be more modest in some ways, more ambitious in others. It will definitely be more smartly designed. (There will be a map!)
We'll announce it when it's ready for the public. It might be necessary for us to do a kickstarter. I've tried to avoid kickstarters having been burnt on quite a few myself and also because I worry that mismanaging a kickstarter would earn the ire of backers.
But I did keep this blog regularly updated for six years. So I've gained some confidence in my abilities to at least manage a kickstarter well.
Is it really the last Phoenotopia Blog update though?
Okay, not really. There is some news that I'll need to announce, and this blog is one of the game's main outreach channels. Here are the events that will cause me to update the blog:
Announcing the launch of the xbox/playstation ports when they're ready
If a physical edition of the game happens
If a new language is getting introduced into the game (Korean is a high possibility)
When we're ready to talk about our next game
If (BIG IF) we begin development on a Phoenotopia sequel. I do want to do a sequel one day if we have the means and the demand is there.Â
Those updates will be more on a "when they happen" basis, rather than me reporting in every couple months.
Fan Art
As always, I'm very happy to see fanart of Phoenotopia. Major thanks again to Pimez for collecting all the artwork from the corners of the internet! Since this is the "last" blogpost, Sir Pimez can finally take a rest from collecting the fanart :P

ĂV made a series of pictures that tell a story. A Pooki is humanely sheared of its wool to create a hat. The Pooki is unharmed. Nice! Gotta love Gailâs expressions.

Amagoo Mazeru makes a stunning landscape shot of a full moon and shooting stars. Itâs a sharp and clear vector art. I like the faint glow of the moon and the fire and the subtle gradient in the night sky. Very skillfully done!
Hah hah. I got a chuckle out of this one. I imagine this is how Gail's enemies see her by the end of the game. CaESar made this image based on TerminalMontage's famous youtube videos. Nailed it!


CrownStar drew two pictures of Gail. I'm a big player of JRPGs, so the first shot instantly reminded me of Persona 4's art style. (Hmmm... Phoeonotopia as a JRPG... thereïżœïżœs potential there...) Next, Birdy is shown carried off after her defeat. I really like Birdy's expression here - she just seems mildly uncomfortable.

There's a bit of a story behind the first image. As Firanka shares it, she wasn't able to defeat the Big Eye monster at the end of the flash game, so she believed a tall tale that what awaited after was a 6 armed Kobold boss. Hilarious! The second is a rendition of the lonely Anuri elder. A rare subject. The loneliness is portrayed well here. I feel lonely just looking at it!

Koo_chop draws the clash between Gail and Katash at the top of the towers. I really like this interpretation of the game's art style. Itâs faithful to the in-game graphics. And the lighting, from the glow of Gail's bat, to Katash's sword, and the lightning in the background... Amazing!
Lime Hazard shows Gail with a salute pose. Very appropriate for this occasion. I also like how there's a slight tilt in the angle that Gail is portrayed. Those dynamic angles are always hard to get right, and Lime Hazard pulled it off very skillfully. See you next mission!

Lyoung0J with a digital painting of Gail posed sitting on a rock. I like how it almost seems like she was caught in a candid moment - sheâs smiling, but also feeling self-conscious. Cute! The art style really pops, and I like how Gail is sporting what I call the old anime style nose.Â

MyUesrNameIsSh*t with a sketch of Gail performing a skillful slingshot. I like how Gail is depicted with her tongue out in a mischievous manner, the way all mischievous people with slingshots do.

Niitsu Kentaro returns with a 2021 Happy New Year picture. That happened didn't it? A New Year... Gail's pose gave me a chuckle with how she seems to be waving the bat around as casually as one would wave hello. And "Phoenotopiyear"... Well said! One day we'll have our Phoenotopiyear...








Ochan Nu breaks all records with a stunning NINE pictures in one session :O
There's so many goodies here. My favorite would be the one with Gail staring intently at the screen - it's like she's looking directly at you. You almost feel uncomfortable.
Next, there's an Animal Crossing villager dressed as Gail and sporting her pink hair. It even looks like a house Gail would live in. Gail is a connoisseur of the arts and likes Mona Lisa. Yes :)
There are various comics of Gail pointing out Gail's weird food habits. A picture of Fran looking really cool, and even Gail rocking a bathing suit. (bathing suit image linked here in case NSFW). Wow!
Pimez didn't just collect the arts, he creates them as well! This one, which he aptly named 'The Year 175' is a depiction of when the dragons invaded the towers as told by an elderly Daean woman. Great pixeling skills! I got a good chuckle from the ice dragon leaving with its stuff slung over its shoulder.

Quo made a stunning picture of Gail playing the flute surrounded by the 5 musical notes and the Phoenix logo behind her. The theme seems to be "fire" and it works really well. Gail herself looks awesome depicted in her red suit - it's like she's leading a marching band!

Rai Asuha depicts Gail in the late game with her red suit, and night star bat, and holding a lamp. She looks ready for adventure! I really like the white outline here and Gail's poofy shoulders here - the art style feels reminiscent of Final Fantasy Tactics.

Seri also draws Gail bearing her late game equipment. Unique to Seri's drawing is how all of Gail's equipment is accessible from a pocket on her shirt. I also like how Gail is depicted with her lucky earrings - that accessory is often forgotten.

Treedude depicts Gail with a bat and wearing a funny smirk. She looks like she's ready to hurt someone!
Warotar returns with everyone's favorite Great Drake, Bubbles! It seems so happy to be featured!
I'm really grateful for all the fanart this game has received. From the bottom of my heart, thank you!
Closing Notes
Pirate drew a picture to mark the occasion. It shows Gail enjoying a hot chocolate with marshmallows and a pumpkin muffin. A rest well-earned...
Goodbye! Until next time!
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2021 January Update
Short update this month. The game has officially been released on Steam! (2 days ago).
You can view the Steam Store Page HERE.
You'd think the game's release would come with a great sigh of relief, but actually I'm running around putting out little fires here and there. The period just before and after release is the busiest and crunchiest development time.Â
Which means, sadly, there's no time to sit down and reflect. Hopefully, next month things will have simmered down and the blog can have more of its usual content. Concerning fan arts, I'll comb through them all next month as well.
Thanks for checking in. Till next time!
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2020 December Update 2
A small follow-up update for December. The Phoenotopia PC Demo is now out and can be downloaded from the game's Steam Page!
[Visit Steam page here] (Remember to wishlist!)
The demo will cover the first village and dungeon and will stop just before you reach the second town. Should be entertaining for about an hour. The good news about this demo (assuming I've implemented it correctly), is that the save data can be carried over to the full game!
The demo has only been out for half a day, but it has already proven useful as a testing ground for bugs and the like. If you get the opportunity to try the demo and have some feedback, visit the game's Steam Forum and leave a comment! [Visit Steam Forum]
Fan Art
New fan art has arrived! Thanks to Pimez and TastyCactus444 for scavenging the net to alert me of these arts. With the game's recent Switch release in Japan, I think this is also the first time we're getting some Japanese fan art as well!

ĂV draws a cute Pooki! When depicted this way and from this angle, the Pooki's head actually reminds me of a Scarfy from Kirby. It's fitting, because Pooki do have the temperament of Scarfies given the right circumstances.

Rollchan34 creates an interesting picture of Gail wearing a classic Phoenix uniform! The classic uniform was basically a wetsuit, so it kinda looks like Gail is going to the pool :P
Samu made a bunch of characters in an online 3D character creator called Hero Forge. It made me curious, so I gave Hero Forge a try myself. And I thought it was quite hard to use, so I'm impressed with what Samu was able to achieve! Gail holding a bat in one hand and a duck in the other gave me a chuckle - it's like she's ready for Smash Bros. And Katash looks like he came straight from the cast of the Mr. Fox movie.

Mohironk101 posted this lovely sketch of Gail on twitter. The use of graph paper takes me right back to when I used to doodle in Math class. I really like how Gail's eyes are depicted here.

Ryo_w draws 3 Gails in one picture! I particularly like the pose of Gail waking up. So cute! The use of a more contrasting and vibrant yellow and blacks for Gail's costume kinda makes me think of a bee. I like it!








Ochan_nu posted a whole series of pictures of Gail making all sorts of funny faces. Gotta love Gail expressing nervousness and fear at the pile of ashes - feels like a missed opportunity that she didn't have an emote like that in the game (next time). I also had to laugh at the Gail branded, drake flavored ice cream. Savory and sweet combinations seem to be the new hip thing, so I can imagine it tasting really good. And of course Gail waking up looks adorable.





Niitsu_kentaro makes an awesomely adorable rendition of Gail as well as depicting a short story/comic. I really like all the neat details, from the faint blush of satisfaction and smile of confidence on her face as she masters the rocket boots to her rogue tuft of hair that won't quit. This one tells a cautionary tale about the danger of rocket boots, one too often ignored. Please fly safely everyone!
Negativus Core returns with a festive depiction of Gail and friends. Gail is depicted about to touch a falling snowflake... or it's not snow, but falling ash... Hmmm... The layers behind this drawing are impressive. I also really like the use of the heart as the tree topper.
I had to feature this one in the last slot considering the occasion. I really hope everyone can enjoy this time with their friends and family!
Next Time
I'm eyeing January 21st tentatively as the PC game's official launch date. Iâll let you know if that changes. The next blog post will be around that time as well. Until then, have a Merry Christmas and a Happy New Year!
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2020 December Update
I, sadly, have to announce we need to push the Steam release back ~one month. I'm expecting the latter half of January now.
There are enough translation groups that would barely finish in the nick of time. After which, we'd need a few days to check the text, and Steam would need another 3-5 business days to evaluate the completed title before it could be cleared for release. Add in the holiday shuffle and people needing time to relax with family (not me personally, but other people!) and it seems better for everyone's sanities if we push it back one month. The added time would let translators really review the script and make sure it's quality. Finally, we don't want to launch in a window where the gaming press is on break since that would guarantee we'd get no coverage.
So with all those factors considered, I decided it was best to delay. It's no substitute, but I will instead be releasing a PC demo of the first chapter. I'll aim to have that out by Dec 18th on the Steam Store page. If you're thinking about getting the game, please consider wish-listing it on steam. [STEAM LINK]
Good news?
Not too long ago, on Nov. 26th, the publisher I'm working with, Circle-Entertainment/FlyHigh works, released the game to Japan! The Japanese version is equivalent to US & EU's v.1.0.9, so I'm hoping it will be received more positively from the beginning.
I've also signed a second agreement with Circle-Entertainment where they'll bring the game to Xbox, Playstation, and maybe Mobile! It's a huge help for me since I didn't want to get bogged down, perpetually working on ports and maintenance. I'm hoping that soon after the release of the Steam version, I'll be full-on working on a new game project!
With the game slated to release on so many more platforms, the chances for the game to recoup expenses and maybe even be profitable has increased. I'm cautiously optimistic.
Flyhigh will also be providing a Simplified-Chinese translation of the game, so we can add that as an extra language to the Steam release as well - however, the Chinese translation of the game may be a few weeks later than the PC release since work on it started only recently.
Art Gallery Feature?
The next patch for Switch (and first release for Steam) will include languages and maybe a new Art Gallery!
I wasn't a fan of how miniscule the Badges/Achievements Menu felt. You do a thing and then you unlock a small trinket. So I've been toying with the idea of tying it to an art gallery for a long time. Here's a preview of how it could look:
Initially, I thought to fill the art gallery with fan art. This blog post was almost the announcement of an art contest!
However, after discussing it with team mates and the publisher, we decided it was better to fill the art gallery with official concept art and early pixel work instead since it could show a lot of interesting trivia and history behind the game's development. For example, Moonlight Ravine wasn't pink initially, there was almost snow in Mul Caves, and we considered having the bandit's leader be a man named Baine. There's a lot more stuff like that hidden in the concept art, so expect to have this exciting feature sometime in January.
Fan Art
While Fanart won't get to be in the game officially, it'll still be displayed prominently here on the Blog and the Facebook! Major thanks to the community and Pimez for making sure I see them!
(Art by Raphael Sampaio - also part of the Portuguese translation team)
(Art by beet4ppy)
(Art by beet4ppy)
(Art by beet4ppy)
(Art by UnrealWorld_32)
(Art by âA rat on discordâ??)
(Art by horaceinkling)

(Art by horaceinkling)
(Art by ĂV)
(Art by Firanka)
(Art by Caseus)
(Art by Gamesing)Â
(Art by R_Contagio)

(Art by R_Contagio)

(Art by R_Contagio)
(Art by R_Contagio and Pimez)
(Art by Pimez)
(Art by Pimez)
(Art by MilesCPW)
(Art by MilesCPW)
(Art by MilesCPW)
Mmmm... That's some good fanart :)
Next update will be a small one, about ~2 weeks from now, to announce the Steam Demoâs release. Till next time!
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2020 October Update
So... we've launched. And our launch was... actually kind of... bad...
This is a dev blog, so I'll speak on it. But before that, we do have the game's steam page up. If you're anticipating the PC release, please do visit the steam page and add it to your wish list. It would help us a lot.
VISITÂ STEAM LINK
...
So what didn't go so well?
1. We launched in Nintendo's Americas and Europe territory. If you've been following the release, you'd know that America got the game first. We didn't move to launch in Europe at all since I thought the EFIGS languages (English, French, Italian, German, Spanish) were pre-requisites for Europe. By the time I learned that this wasn't necessarily the case, and attempted to course correct, the damage was done. We had half the allotment of keys to do outreach, and maybe some European outlets that would've covered us, did not.
2. When the game launched, rather than a victory lap, what we experienced was more of a public lashing. We did get some reviews that praised the game highly, but just as many reviews lampooned the game for its high difficulty or other failings. I've since released two patches (or 3, depending on how you count it) to address the difficulty. A lot of overnighters. If you recall in the last blog post, I thought it'd be a good start if we got 20 or so reviews on Open Critic. But we've only 8 as of this writing, and the aggregate score isn't so hot. So that's a fail by my metric.
3. A publisher reached out to us because they were interested in physically printing the game! Yay! But... to advance our talks, they wanted to see the game's sales numbers to ensure that there's a good chance their investment could be recouped. And unfortunately, the game's sales numbers are pretty low. They backed out :(
Some hard lessons were learned. The biggest lesson for me concerns how well we playtested the game. Looking at the original playtester list, it's a short list. You may recall from a previous blog post that our ability to test was severely hampered by technical limitations. Add to that, a lot of people on this list are objectively really achieved players. We're talking power ranked in Smash Bros, regular tournament goers, and people who've played and bested every Souls game. And as the maker of the game, I am most blind to the game's challenges.
Now, I'm definitely more of the opinion that you prioritize PC development first. I still have some reservations about some stages of PC development. But if you do PC/Steam first, you have the great benefit of being able to do Early Access, which gives you access to a greater testing pool. I now view it as an invaluable part of the equation. If we had been able to do Early Access for 1 or 2 months before release, we probably could have ironed out most of the game's difficulty and balance problems. Hard lessons, indeed.
There were a lot of other notable events that occurred over the past 2 months - the travails of press outreach, realizing my own limits as a developer, feeling defeated and getting back up again, etc. There's too much stuff to chronicle or go into detail. But it wasn't all bad.
Some good things did happen...
We got a publisher to publish for Japan! It came as a huge relief, because clearly, we don't know what the heck we're doing.
The publisher has been an invaluable source of information and feedback. They've recommended some changes to the game to improve user experience. Some of these changes I was hesitant to do at first because they concerned systems I thought integral to the identity of the game. But after trying it, I have to admit, they're good changes.
So a Japanese version of the game was moving ahead. And it looked like that'd be it. I wasn't planning to move forward with any other language translations due to the game's low sales and our funds being depleted.Â
But, I was approached by a translator who urged me to move ahead with translations. He told me he was willing to work for only a small price initially and then be paid the rest after from a percentage of the game's sales until the cost of the translation was paid in full.
I was surprised translators were willing to work under such a model since it's entirely likely the game's current low sales trajectory would continue and they wouldn't earn back the full cost of translation. But I was also flattered they were willing to take a risk with me. After that, I approached some others with the same hypothetical deal, and long story short, we're now moving forward with French, German, Spanish, Portuguese and Russian translations. As for why these languages in particular, they were languages for whom I had contacts (because they reached out to me at some point in the past). And also because they were deemed more likely to be profitable based on their home country's gaming market/buying habits. I'd be personally happy to have my native language be represented, but it's not expected to be a profitable territory. But if the game does better in the future, it may justify the costs of translation. There could be a chance!
The plan right now is to get the game supporting these first round of languages and then to patch that into the Switch version as well as launch the PC version with these languages - all in December. A lot of things need to align for this to occur, so a delay isn't out of the question. It'll be busy... I'll update the blog again in latter half of December, probably near the game's PC launch date... OR to announce a delay. Let's hope it doesn't come to that.
Fan Support
While the past two months have been grueling, one good thing remains constant - fan art! Thank you everyone who submitted. It means a lot to me and the team!
Big thanks to Pimez who's taken on watching over the reddit community as moderator. He also combs the other communities and makes sure I see every new art piece. Despite juggling his own life and all these tasks, he still found some time to draw.
Pimez's piece reminds us that just because the new game's out doesn't mean we can't still celebrate the original flash game. The jail dog is a dog found only in jail and only in the flash game. I imagine Gail is just tossing a stick, and they're playing fetch.

A new artist to this scene ĂŠv draws both the Phoenix logo AND a super cute picture of Gail playing the flute. So precious, you want to pinch her cheek. Even the Sand Drake is enthralled!
Another new artist, beet4ppy arrives on the scene with two pictures! One features a no-nonsense battle-hardened Gail looking stoic and tough! Kinda reminds me of Vinland Saga actually. The other, a more cheerful group composition - I must say I'm a big fan of Fran's classic anime-style eye!
A returning artist, Cody G, returns with a picture depicting the tribulations of cooking. Gotta love Gail's frantic expression! I've heard the complaints, which is why we've added an option to slow the cooking mini-game down. An improved button font is also on the way.
Gamesing with two undertale x phoenotopia crossovers. Thomas being a robot builder makes sense taking a role similar to Alphys. But why is Alex dressed like a clown? Perhaps there is a hidden meaning here...Â

A new artist, Warotar, draws both a pooki wearing Gail's clothes and Gail wearing pooki clothes. Awww. The pooki is a bit scary - it kinda reminds me of a tragic event in a certain anime. But the Gail is adorable!
POL#5655 submitted this one to KM's discord which made its way to me. Here, a stylized Gail appears unnerved by the dark red eyes stalking her in the background. Are they bats or something more sinister?
A new artist, MilesCPW, arrives on the scene with three rare well-vectorized arts! Love it! One scene depicts Gail balancing a bomb on her head - that's a speedrunning trick I only learned about recently after someone emailed me a video O_O
The other drawing gives us new insight into Katash - he could actually look cute if he wasn't trying to kill you.
And the bees... Okay, this one got a chuckle from me :D
A returning artist roccy_chair draws this heart-warming scene from the beginning of the new game. Aww. Mika doesn't get much screen time for story reasons, so it's nice to see her represented.
UnrealWorld_32 returns with another drawing of Gail in Panselo, this time capturing a more idyllic time. I like the tranquil nature of this piece. And Gail does in fact play the guitar, denoted by the guitar in her room.

Returning artist shafiyahh draws a nice portrait of Prince Leo - looking regal and princely. I like the storybook art style of this piece. It made me immediately think of "the Little Prince" - one of my favorite books actually!
Negativus Core returns with a beautiful group composition of Gail and the gang - flying from a Switch shaped window - totally sensible considering the game is only Switch right now. As usual, I'm impressed by Negativus Core's use of challenging angles to frame a more dynamic shot of the characters. Great job!
And it wasn't only artists bearing the banner. I'd like to give a big shoutout to everyone in all the game's little communities (from the reddit to the discords to this tumblr). I've seen this community help newcomers with gameplay and walkthrough advice, discussions, updating the wiki, and so on. It does bring a smile to my face. Thank you everyone!
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2020 October Update delayed
Phew, it's been dreadfully busy. So busy in fact, that I'm going to have to delay the usual blog update that would have come around this time.
Sorry everyone. The blog update will definitely come in mid-October. Til then!
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2020 August Update
For once, development has moved on time (sorta). I am happy to announce that the "Reveal and Launch" trailer for Phoenotopia Awakening will drop this morning at 9AM. And the game itself is set to launch for Nintendo Switch on August 20th.
You may recognize that August 20th is in fact the 6th year anniversary of the Flash game. I wasn't particularly aiming for this date - I actually wanted August 14th. It's like a minefield - even just one week offset forward or backward could put you into a crowded release slot. And you don't know how everyone's moving because they're also probably considering the same things. At some point you're locked in and you can't change course. In the end, I added 1 week to the time I wanted initially as an error buffer in case some things came up - which they did! So August 20 ended up being about just right for us and a neat coincidence to boot.
First half of July
The first half of July, I threw myself well into the PC port. The controls still need to be figured out, but we did make a lot of progress. I found out about a 3rd party library called "Rewired" which is all about supporting a multitude of different controllers, disconnects, reconnects, and so forth. It doesn't take us all the way there, but it did remove a lot of the headache involved.
There's still a lot of design involved concerning controller rebinding. For instance, how much of the controls do you expose and allow to be remapped? Technically, you could allow so much freedom that you can break the controls. One solution for that is to lock a portion of the keyboard to be unmappable and so you're never without controls that can remap a menu.
(my solution was to have a lock screen that confirms you have the necessary inputs to at least return to the rebind menu and fix the controls should they ever be set in so bad a state)
There are also some things that a joypad can do that a keyboard can't, and vice versa. For instance, the control stick allows 360 degrees of movement and detects sensitivity. How much you push the control stick will determine whether Gail walks or jogs. However, the buttons on the keyboard do not have sensitivity - they're either all ON or all OFF. Thus, there's no way to "walk" if using a keyboard. I could add a separate "hold to walk" button to the keyboard but that introduces an incongruence between the joypad and the keyboard.
(Rewired's interface for mapping keyboard and joypads. If a "hold to walk" action existed, it would only make sense for the keyboard column, but not the joypad column. Finding that perfect balance between joystick and keyboard will be a challenge.)
Another snag we've hit are button names. If using a Nintendo, Sony, or Microsoft controller, the Right Trigger is either going to be named ZR, R2, or RT. Rewired can be agnostic about joypads, which is great because it reduces the workload on my end, but the caveat is that buttons like this will simply be called "Right Trigger". (See that first image again). Not really elegant...
I can probably fix this after I've had more time to investigate. However, around this time I had to pause PC development, because the Switch version became unblocked and now required my full attention.
Second half of July
The 2nd half of July proved quite busy. As noted in my previous blog post, I thought the Switch version was on track and off my hands. Turns out there were a few more hurdles to clear, and the ball came back into my court, and it moved back and forth a few times. Luckily, the hurdles are really cleared now and we're set to release (August 20!). The specifics of this process are under NDA, so I won't go into details.
We also went around updating a bunch of the game's social media sites - facebook, twitter, youtube. The second half of July was also when we started acting in a PR capacity - we're combing websites and youtube channels and looking for people who look like they might want to cover Phoenotopia. This was fun! I used to read IGN daily over a decade ago (back when Matt and Fran ran the IGN Nintendo channel). Then college happened followed by early work life, and I wasn't able to follow videogames as much anymore. I didn't even have access to a TV for a few years. And I never found a new landing page after that, so combing for websites and youtube channels was a lot of fun. It was interesting to see how the landscape has changed, and the new depth and variety that exists.
We're set to send out a BUNCH of emails tomorrow. Will they catch? No idea... I think if I had 20 reviews on launch day on OpenCritic, I'd consider that a success. We'll see!
Fan ArtÂ
This past month, we see a lot of fan artists cross Phoenotopia with other universes. Luckily, all universes I'm familiar with. I'm impressed by the creativity on display!
First, what if Gail appeared as an enemy in Undertale? Glittering_Touch_904 depicts the scene. Gale, like Sans, has only one eye shining meaning she's about to dish out some serious pain. Nice! Definitely choose the Mercy option.

R_Contagio answers the question of what would happen if Phoenotopia was depicted in the style of Limbo? And the answer is very pretty! I'm impressed by how everything is done with one color. Using a band of white to depict water, the creepy eyes on every creature, the patience in drawing each leaf... very impressive! I'd play this game!
UnrealWorld_32 depicts a scene that asks what it would look like if Gale was still back in Panselo when the invasion happens :D I'm impressed by the use of colors - they look like they could come from the game itself! I think it wouldn't be a fair fight. For the invader.
A rare scene, Didi depicts Gail, hammer at the ready, approaching a dreaded Phoenix Pod. We get lots of depictions of 66, but rarely of the pod itself! In the Flash game, we skirt around how the pod opens by having it opened off-screen, so it's nice to see the pod up close. The mystery remains... how does it open?

Another crossover of Phoenotopia and the Shrek universe - this "Shrale" is drawn by Firanka. I'm impressed by the use of colors - dominant use of red garb contrasts well with her green skin. She kinda looks like a grumpy Namekian. Hah hah. What is she annoyed at?Â
Maybe this little running Gail underfoot (also drawn by Firanka)
Coming Up
We'll continue acting in a PR capacity leading up to the game's release. When the game finally does launch on Switch, I suspect I'll become swamped handling bug reports. When the flash game launched, I remember being swamped for 3 weeks straight! Day in, day out, fixing bugs. I suspect it'll be the same with Phoenotopia: Awakening, but to a heightened degree.Â
Regardless, we'll post an update on the state of ourselves at the end of September. Even if it's only a small one. Until then!
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2020 July Update
Things have gone slowly... again.
The good news is that the game is now submitted to the console "authority" and it's entirely off my hands. Once it gets through the console "checking" process, it can get a release date and we can sprint towards release. Until then, it'd be at least a month's wait or more until I hear anything. Understandably, their checking process is impacted by Corona, so wait times are increased.
On my end, I was also slow to submit the game. I submitted it late late June, since I ended up spending 7 weeks fixing bugs (and not 2-3 weeks like I estimated in the last blog post). There were just SO many bugs - now squished, thankfully. Since this is a blog post, I'll talk about what kind of bugs I've been fixing.
The other thing that slowed down the submission process was simply due to unfamiliarity with how these submissions proceed. There were pages and pages of stuff to read, guidelines to follow, and legalese to wade through. It really made me wish I had a publisher to guide me through the process. But I was able to clear it with a couple days work. I had an impression that the submission process went like A->B->C->D, with no room for concurrency. Turns out I could have done steps B & C at the same time and sped things up by 2 weeks... So that's that. I'm taking that as a lesson for next time.
The Console Revealed
What is this console that I talk about so stealthily? So that this blog update isn't completely unexciting, I'll reveal which console I've been working on until now. Drumroll please!

It's Switch!
We actually got the Switch dev kit in late 2017. From my understanding, around this time in the USA, the Switch kit was quite hard to get for indies as it was just starting out and high in demand. So I was surprised that my application got approved. I didn't know it then, but the game would still need a few more years of development...
Tweaking performance and fixing bugs

Here you can see my "expert" playtest setup. Since the Switch is more powerful while docked, I needed to playtest it in handheld mode, so I could catch and profile any problem areas where the framerate was unsteady. The most common thing that caused framerate drops were areas that went overboard with lighting. For these areas, I'd tweak or swap out the lights with alternatives that looked similar while also being less computationally intensive. Maintaining 60 FPS is a must!
An old camera (Nikon D3100) trained at the screen recorded my playthrough and would let me rewind to any moment a bug occurred. It could only record in 10 minute chunks, so I'd have to repeatedly repress the record button. On the plus side, because it's so old the movie file sizes were small and convenient.
The number one bug that I tracked and fixed in the past two months was what I dub the "Gear Ring De-equip" bug. The Gear Ring functions as customizable shortcut keys for the player to map items and tools (see an old video demonstration HERE). Through regular use of the inventory, somehow the equipped items on the Gear Ring would be de-equipped. It was an elusive bug since the de-equip event would happen very quietly and you would only suspect something had gone wrong much later. By then, the trail had gone cold and you weren't sure if a de-equip had actually occurred or if the player had simply de-equipped the item themselves. Two other playtesters noted that something left the Gear Ring in their playthrough, but I dismissed them. "Are you sure you didn't just de-equip it yourself?" It was a bug that bred mistrust and discord. I didn't truly believe it until it happened to me...
Luckily, with the camera setup, I was finally able to track it. In the literal 67th video, I caught a live instance of the bug occurring. After which, it was all too easy to recreate the exact same inventory and gear ring setup and replicate it.

(With this exact item layout, combine the 2nd item with the 14th item... and viola! Gear Ring de-equip!)
After fixing this bug, I then proceeded to fix it 5 more times. Every time I fixed it, it would later reappear through a different mechanism.Â
Why do bugs like this happen? Underneath, there are two lists of items. Tools on the right and items on the left. Items can occur multiple times because they're consumable. Both lists start counting their indexes with the value 0. However, both items and tools co-exist on the gear ring. So to uniquely identify an entry you need both the item ID and the data index. Failure to check both data types resulted in bugs like the Gear Ring de-equip. Now throw in a bunch of item operations that can confuse the system. You can split items, combine items, swap items, or discard items. The more freedom you allow, the more ways there are for the system to trip up.
If you didn't get all that, that's alright. It was needlessly complicated. Imagine doing more and better and with less code and less bugs! Such a thing is possible if you start with the right design. I'm definitely taking notes here on how to design inventory systems for next time. In the meanwhile, I'm very confident I've squished all inventory related bugs.
Other bugs squashed and features implemented in the past 2 months include the end game arts not unlocking properly, collection percentages climbing beyond 100, stray doors floating in the sky, low HP sfx blaring when loading different files, balance tweaks on bosses, a max HP display when the menu is open - too many to count really! It was only after I fixed them all that I was confident enough to move forward with submitting the game. I apologize for the delay this will cause!
PC version back in progress
You may recall in the March 2020 update I talk about how in pursuing the Switch version, I unwittingly ruined the PC version. Well, since the game is "done" now and I'm waiting for it to go through the checking process, I've started working to reclaim the PC version.

And there is some good news to report. The PC version can compile again! Of course, it will need to have some work done, since it was late 2017 when I last had a functioning PC build.Â
The opening menu is broken, the underlying save file system needs to be updated, and the controls... oh Lord, the controls. Controls were probably the #1 factor in pushing me to pursue a console version first. There are just so many controller options. Even just the usual suspects are numerous: Xbox, Nintendo, Sony, Logitech, Hori, 8Bitdo, Steam...
One of the number one complaints received regarding the flash game (which was keyboard primarily) was that I didn't allow controller rebinding to start. It was then that I learned of the vast array of different keyboard types.

(Ever heard of an Azerty keyboard?)
I shan't make the same mistake twice! One of the things I'll definitely tackle is the Right/Left face button feud when it comes to which should one should be 'confirm' and which one is 'cancel'. I want to allow the player to choose which is their "YES" and "NO" preference and allow that to overlap other actions like Attack or Jump.
Even after control bindings are taken care of, some things just won't translate well. The right control stick is currently used to access the gear ring and for fishing. Keyboards have no right stick. Aiming the crossbow with a full 360 degrees of range is done with the left control stick - if keyboard only, would the crossbow simply be locked to the 8 cardinal directions? What about those tutorial prompts with button graphics (e.g. "Press 'B' to Jump"). If using the playstation controller, it'd need to be the CROSS symbol. How many button graphics are we gonna load into the text module? What if the player, mid-playthrough, decides to swap out controllers? Indeed, there are many issues to tackle where controls are concerned...
Perhaps I'm overthinking it because even some AAA games get this wrong (Dark Souls has 'B' as 'Yes' on Switch, and it's not remappable, which I find quite annoying). I've seen games on consoles where the controls wouldn't mention the console's controller at all but instead mention a mouse and keyboard. Or, if you remapped the controls, the tutorial prompts still showed the old control bindings, making for a confusing experience. I definitely want to do the controls justice, so this will take some time.
Phoenotopia DISCORD Channels
Ryan and Firana have been running a Phoenotopia discord since late 2017, which I promoted on this blog once. It's been a couple years and it turns out that the old discord link I promoted expired. It's long overdue, but their channel could use another shoutout. Here's their channel : https://discord.gg/cnjrYST
Also, Khalid recently reached out to me about creating a Phoenotopia discord as well. I see no reason why we can't have 2 or more discords, so he has created that one with my blessing as well. You can find his discord here :Â https://discord.gg/cfnsCwy
I personally don't use Discords, since I'm very busy and there's too much new tech to keep up with. I hear there's a Tik Tok now? Should I create a Tik Tok for Phoenotopia? Hmmm...
Anyway, if you'd like to chat with other people who are similarly enthused for Phoenotopia, do check them out!
Fan Arts
We have five new fanart submissions this time around from regulars and new alike.

Cody G. returns with this pair of sketches of Gail. One seeks to answer the question, "how is Gail so strong?" Cody's answer is that under her sleeves she's actually really buff! This might be the most ripped rendition of Gail yet. Also, in the right drawing, the letter 'E' kinda melds with her bat, making it look like a keyblade!
What if Gale was a Shrek character? A new artist, Samu Kajin, from tumblr answers that question with a rendition of Gail sporting ogre style antennae. Samu Kajin says she can be called "Gaek" or "Shrale". I like the poncho!

Shafiyahh returns with a pretty portrait of Gail. Unlike their previous digital pieces, this one was made with color pencils! I like how her hair blends pink and purple colors together, and this pattern is also present in the eyes. Reminds me of a certain character. And the eyes are so sparkly despite using color pencils! Major props!
Negativus Core also returns with this relevant image of Gail, masked and running, presumably from Corona. It gave me quite a chuckle! I like the angle and tilt of this run pose because you can see the sole of her foot - that's how you know she's at full sprint! A skillful blur localized to her left foot show's just the right amount of motion. Gotta love the robot's expression too!

A rare 3D art has emerged. Dany Q crafted this adorable figure of Gail that is as cute as a button! I like how well it translates the pixel character over to 3D, capturing the 3 stitches on her shirt and even catching her stray strand of hair. It kinda reminds me of a Wallace and Gromit character, so I can picture it moving and animating in that unique claymation style.
Next Time
I'm ~80% confident we can clear the Switch console checking process and drop the trailer with a release date before the next blog post. But once again, if things go slowly, you'll hear from us in 2 months...
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2020 May Update
I hope you're all staying safe and healthy during this time of Coronavirus!
We continue towards the finish line, slowly, but surely. Coronavirus did throw a few wrenches in our plans. Our talks with a publisher about a possible sponsored appearance at an upcoming event stalled.
But that was always just a possibility. We have a backup plan. If we didn't win a sponsor, we were just going to pay our own way to a convention. That's what most indies do! Anyway, that's canceled too. It doesn't seem like there'll be any conventions to showcase in the near future...
Nevertheless, we did move forward in other areas. We've got the press materials ready as well as the game's official launch site up. You can view it in its prelaunch state at this link. NOTE, It is in a "prelaunch" state, so some media links are being withheld until reveal time. But there are a bunch of new pictures and artwork you can look at.
You might notice the link reads "phoenotopia.wordpress.com". The plan is to direct "phoenotopia.com" to it in the near future. That means if you wanted to reach this tumblr specifically, you'll have to visit it at its tumblr link, "phoenotopia.tumblr.com" (which, I just noticed doesn't work... huh). Anyway, since this is a dev blog, I'll talk a little bit about the journey of creating the website.
SQUARESPACE vs WIX vs WORDPRESS
I actually tried 3 different services (in the above order), before I settled on wordpress. I did a bunch of researching, and most reviews seemed to point at WIX >= SQUARESPACE >>> WORDPRESS.
I went with Squarespace first, since it was recommended a bunch on some youtube videos I saw (guess marketing works). Even though it didn't win outright in the reviews, my impression of it was "less quantity, but more quality." I tried it and found it serviceable. It was kinda sluggish, with some not so intuitive areas. I had to ask for help a few times for some things that would seem simple ("how do I change the BG and font color and of the music player?", etc).
That was last year, when I *thought* I was near launch and would need a press site soon. One year later (present day), it was time to create a press site again, and since my website with Squarespace expired (I had only signed up for a trial period), it was a good opportunity to try Wix, especially since Pirate had lots of praise for Wix.
My impression of Wix was that it was... too distracting. After I chose a theme, in the editor view I felt bombarded by menus. Everywhere you move the mouse, things kept lighting and popping up. And it was slow. So I guess it was sorta like Squarespace, but maybe even a little worse?
(Easy ways to preview the website from phones and tablets was one of wordpressâs neat features)
What prompted me to try Wordpress was one of their slogans "35% of the web uses WordPress". If it's good enough for 35% of websites, it's good enough for me! I ended up liking it most of all. It's definitely less featured, which suited me, since I'm not trying to create something too fancy either. Unlike the other website builders which emphasize free-form, wordpress was more rigid. I couldn't drag and drop an element just anywhere - I found that comforting in a "I can't screw this up" sorta way. The most important thing was that it was fast. Loading the editor view to Wix took 11 seconds vs 4 seconds with Wordpress. And the speed advantage of wordpress extends across every action. Similarly, when Chrome launched 10+ years ago, it was also less featured vs Firefox, but it became my choice browser. I guess speed is something I value highly.
Anyway, my experience is from a drag/drop perspective with minimal coding. This is also NOT a paid advertisement. However, if wordpress would like to send some money my way, I would not be opposed... (call me!)
Achievements, Bugfixes, and Cleanup
Lots of small tasks and polish was done over the past 2 months. I finally fixed the time tracking bug - important because the Speed Run achievement depended on it. I also finally finished implementing all the technical stuff for the achievements. There was a bug where some enemies would stack up too many light sources, causing them to appear too bright and drain system resources. That's now also fixed. Lots of other small ones that don't bear mentioning.
A neat trivia about the game is that there's a final super hard achievement for those seeking to prove their mastery over the game. The player has to beat the game having never picked up a heart or energy upgrade. When playing under this constraint, some enemies can even kill the player in one hit! In the game's most current iteration, even I failed to achieve it, so I'm definitely going to have to go in and tweak things a little more.
Age Ratings
I went and got the game's age rating. I did a little research on this - it's quite fascinating. ESRB would be the age ratings board for the United States (where I'm based). But if you were in Europe, you'd get a PEGI rating. Then there's ACB for Australia and so forth. So if you wanted to launch a game globally, you'd have to deal with this process over and over, and each country rates things a little differently... that's a lot of work!
Enter IARC (International Age Rating Coalition), which aimed to simplify the process by being the one standard that you apply to, and from which you could then get the equivalent rating for all participating countries. IARC is an entirely automated process - probably necessary due to the boom of digital titles across all platforms, particularly mobile.
IARC is great for me, because they relaxed the standards for getting a rating. From my understanding, the process used to be more difficult. And you'd have to pay ESRB a hefty chunk to get a rating, but with IARC, it's totally free! So long as it's for digital and it's used only on licensed sites and store fronts. If I wanted to launch the game physically, I'd have to deal with ESRB on an individual basis again.
Without further ado, here's Phoenotopia's IARC ratings:
Fascinating... Phoenotopia is rated "Mature" in Australia... but for "Horror". Which seems suspect. The horror elements are rare (remember Dreadlands?). But when I was answering their questionnaire, they provided a video example of what they considered "horror", and it was pretty mild. About as mild as my game, so I checked that box. It is what it is...
We also got a "Teen" rating for ESRB for reasons of Fantasy Violence and "Mild Blood". This one is kinda iffy. In the game, if you hit a giant bug, it spits out a few drops of green blood. Does that really count as blood? Ocarina of time skirted by with an E rating 2 decades ago, and it let a dude spit out green blood. However, since IIARC is an automated process, I didn't see any place to dispute. But also, I wouldn't have disputed it anyway. A "T" rating is cooler than an "E" rating!
I'd like to mention this is not a paid advertisement for IARC. However, if IARC would like to send some money my way, I would not be opposed... (call me!)
Submission
I expect to polish the game for about 2 (maybe 3) more weeks. After which, I'll be submitting the game to the console "authority". From my understanding, I'll then have to wait a month while they "inspect" the title. After which, I'm then cleared to have an official launch date - which I'll probably set to be 1 month after getting approval.
So the plan is to have a very short marketing campaign. The reveal trailer will basically drop 1 month before release. And we're going to sprint to the finish line. Some marketing campaigns are 6 months to a couple years. Ours will be one month... Let's hope it works.
Wrench
That's what the plan looks like right now, but there is a possible upcoming wrench in this whole thing. I recently learned that my version of Unity is too old. Games running on old Unity versions are not automatically accepted - so I'll have to apply for an exemption. If the exemption gets rejected, we can't launch without upgrading, which will require *significant* work...
This came as a surprise to me. When I started dabbling in games development a decade ago, the most common advice I found online was "Make Games, not Game Engines." I interpreted this to mean lock in your technologies. There's always going to be a new and shinier bell or whistle, but if you keep chasing it, you're not going to work on the actual content of the game. That's probably what kept me to releasing the original game on Flash. That was a game I was making as a hobby while working a full-time job. By the time I quit my job to go full-time indie dev, Flash had long been a dead technology. But I remembered "do you want to build game engines or games?" And so I pressed forward.
So that mindset could potentially backfire here. If PC was the lead SKU, we wouldn't have these issues since PC is more relaxed as a platform. Consoles, as I'm now learning, have an ever forward shifting window of technologies. If we get rejected for the exemption, there's a couple ways we can play it. One, we go through the pain of upgrading which will take months... Two, we pivot and make PC the lead SKU again, but have to handle porting that plus its specific features, which will also take months...
So why is updating such a big issue? Unity has changed drastically over the years. When I started, it was a lot less 2D friendly. They didn't have an official 2D tilemap solution, so you had to build your own or buy a 3rd party library from their asset store. I used 2DTK for tilemaps - 2DTK is now entirely deprecated. Similarly, I had to search for and purchase a good asset to display crisp text - since you couldn't even do that in Unity back then (heh). That's the story for a lot of old Unity stuff. Think of it as a first mover's "disadvantage".
Hopefully it won't come to that, since I'm pretty spent as a developer. I've been ready for this to be over, and I know many of you feel the same. Hopefully soon! As usual, I'll update in 2 months at the latest (end of June). An update might come earlier if we have some good news to share sooner. Until then!
Fanart and Cosplay

This first picture comes from roccy_chair and shows Gail basked in light. I like how her pose and equipment together form an "X". That's a neat hidden symmetry. The way she floats also kinda reminds me of Crono's "Shining" spell. Perhaps Gail should have the ability to cast spells? Hmmm...
Cody G returns with a new art depicting the 2 Moonstone enthusiasts. I like Fran's starry-eyed expression here. That's true love on display. I also like how the Moonstones are depicted as flat and coin-shaped. Very unique! Also note Gail makes an appearance in the back :D

Thanks to M1shaaa for this cosplay of Gail! There's a lot to like here! The vibrant pink hair. The costume with 3 stitches across the vest. The pose with slingshot, accurate to Gail's depiction in the box art. Amazingly, this might also be the very *first* cosplay of Gail! Will and Pirate both alerted me about it excitedly since they were pretty stoked. We joked that we crossed the final milestone in terms of fandom.
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2020 March Update
Happy New Year! Well, I guess it's a bit late for that...
Much of what transpired in the past few months will fall under polish and bug-fixing. Will and I have a mutual friend who got married, so I had the occasion to visit Will to attend the wedding as well as have Will playtest the game in its most complete form yet. He logged 24 hours of playtime and just reached the entrance of the final dungeon. Then we had to call in for the night since it was 5 AM, and I had a flight to catch in the morning.
His completion rate where we stopped was 42% of Heart Pieces, 33% of Energy Gems, and 44% of Moonstones. So... I think we have a pretty lengthy game!
This will take a while to playtest & polish... Will's daytime profession is QA Engineer so he's pretty great at catching bugs. From his playtest, we jotted down 200+ items to fix/adjust. Some as small as a simple misspelling, and some more significant (like Gail being unable to jump when standing at the edge of a steep slope). I'm about half-way through fixing that list...

(Willâs living room where much playtesting was done)
Here are some other things we've accomplished in the past few months. A lot of it falls under polish and bug-fixing, which won't sound outwardly impressive, so I'll dive in a bit under the hood.
-------------------------- Item Balancing --------------------------
There are over 200 items in the game. Of which, 90+ are healing items. While much of their flavor text was already written, their stats weren't yet finally decided. So a large effort was spent to balance them as well as possible. Initially, I balanced items by observation (ex: "The player is relying on this item a lot, so I will nerf it...") Now, I've moved to a more systematic way of doing things. I made an equation that takes in all of an item's parameters, and spits out a score. The higher an item heals, the higher the score. The longer an item takes to consume, the lower the score. And so forth.
As usual, I used google spreadsheets, since they support equations. I could tweak the values of a healing item, and immediately see how its final score was affected. I also made use of automatic color formatting, so a field becomes highlighted red, if it's particularly bad, or green, if it's particularly good. Of course, the sheet is just a guideline. The aim wasn't to make all items have the same final score, but that they made sense for what they were and when you could get them. Late-game items tend to have higher overall scores versus early-game items. Some items, like doggy biscuits, have notoriously low scores across the board - as a joke!
-------------------------- Cooking Systems --------------------------
Another thing that had to be done with the healing items was finally determine their cooking sequences. 38 healing items could be cooked and will transform into something else. The way I specified that an item could be cooked was to add a a little snippet to an item's "meta data". An example would look something like, "COOK,57,62,ABXY,10,1.5,1".
In order, this specified the item_ID that would result on success (57), the item_ID that would result on failure (62), the button sequence (ABXY), the time you had to complete the sequence (10 seconds), how quickly the cursor should move (1.5x speed), and if the item multiplied on success (1). The system appears simple enough - but it was actually extremely inefficient!
For one, this system didn't allow random button sequences - all "berry fruits", when cooked would have the same button prompts and in the same order every time (ABXY). Initially, I thought having set button sequences would be a feature, but in practice, it was less fun.Â
Two, this system wasn't human-readable at all. I'd see a sequence of numbers, forget what they were, and have to look them up over and over.
But the biggest problem was that you couldn't evaluate an item's cooking difficulty from these numbers without manual testing. At 1.5 cursor speed, how many times does the cursor pass the center panel in 10 seconds? Maybe that's 15 times... for a 4 button sequence, the player has 11 opportunities to miss - that's too wide a berth for failure. The system also had variable penalties - if you misspressed a button prompt you loss time on the cooking meter. If you didn't press anything, you missed the opportunity, but not the time - but the clock was still ticking, so you did lose time, just not as much. In the end, the difficulty of cooking each item was all over the place. It was also possible to create "unwinnable" scenarios if I made the button sequence too long, the time too short, or the cursor speed too slow. Testing each item manually to ensure doability was too tedious and unreliable - it was a mess!
Which is why, the underlying cooking system was revamped. The new meta data looks like : "COOK,57,62,seq_length,5,spd,1.5,ease_add,2". This is a lot more readable. Beyond the first 3 entries, the arguments could be specified in any order. And their meanings were easy to understand.
"seq_length,5" means a random button sequence of 5 will be generated (no need for me to personally generate it)
"spd,1.5" means the cursor moves at 1.5x speed. I could also leave this field out to get a default value of 1x cursor speed.
"ease_add,2" - the biggest improvement to the system is how we now approach difficulty. We streamlined a miss-press and a missed opportunity as the same level of "mistake", and difficulty is framed as, "how many mistakes is the player allowed to make and still have a successful result?" By default, the player is afforded the ability to make 2 mistakes, and "ease_add,2" bumps the number of allowable mistakes to 4. We then automatically calculate how much "time" the player should have to cook something based on its cursor speed, how long the button sequence is, and how many mistakes the player is allowed to make. This was a more sensible and efficient system that let me knock out all 38 healing item cook sequences in one sitting!
-------------------------- Badges Nearly Done --------------------------
As you may recall from the last update, I was working on implementing the badges.
Thinking up the badge and having its graphic drawn is just the first half. Underneath, the code also needs to be made to track all the relevant player stats - how many times the player fished, ate, got money, used a certain move, etc. Some badges require extra guards, because they can be spoofed. For instance, the "Treasure Hunter" badge is obtained when the player has collected XXXX RIN through the course of your journey. However, there is something like a "gold exchange" in the game, where you could circularly trade gold and RIN to boost this number artificially. It's important to guard against cases like those.
So far, 30 of 33 badges are implemented. The last three have to do with late-game things that have inter-dependencies that we're still figuring out. The Speed running badge for instance is still dependent on two things. One, I need to speed run the game a few times to see how fast it's possible to beat the game and decide finally what's a reasonable time-limit. Two, there's actually a time-keeping bug which can inflate the game time if the system is left in sleep mode. I don't expect either things will be too hard to figure out - just gotta find the time for it.
-------------------------- Script Extra Polished --------------------------
We continued to polish the script, which I thought was basically done before. We added some extra NPCs here and there, and fleshed out the world with lore text where it seemed appropriate. In the end, the game's script ballooned to over 100,000 words! Hah... It's definitely DONE now however!
Some interesting things I noted as I was polishing old text - there were quite a few instances where Gail talks. I began the game's development with the idea that Gail should definitely talk since I wanted her to be a more active participant in what she chose to do. But I discovered later that if Gail talks, but only talked a little, she comes off as a very reticent person. There's no middle lane here - you're either all in or all out.
If Gail was a silent protagonist, she still talked symbolically. She is understood to be talking based on how people react to her - kinda like Link. So that's the direction I went with in the end (again). When Gail has occasion to talk, it comes in the form of a player dialogue choice. She also has an inner voice when she needs to remind the player to do something.
Another reason I went with this direction, is for brevity. Take this exchange for instance: QUEST GIVER : Can you help me find this super rare ingredient? GAIL : Maybe. I can't make any promises...
If Gail is silent, I can reduce those 2 lines to 1. QUEST GIVER : Can you help me find this super rare ingredient? GAIL : ...
-------------------------- Business Taxes --------------------------
Not too exciting, but new year means I gotta do taxes for the business. They're a lot more complicated than personal taxes, and more expensive! Since the game hasn't sold anything, you would think there'd be nothing to file. Hah! If only... The business is there so we can act as a legal entity and record expenses for when we do start selling. I really want to focus on making games, but thereâs a small percentage of it that is sometimes boring and dreadful (-_-) ... still it needs to be done.
------------- Why no Public Beta Testing? -------------
As you may have noticed, I haven't put out any public calls for testing help despite being at that stage. Some have offered to help, which I appreciate! But sadly, I cannot accept. Here's the story for that.
Two and a half years ago, I got my hands on a console dev kit - that's very exciting, so I hurriedly took the steps to convert my dev station to be console-capable. After about two weeks, I had the console version working and integrated into my workflow, so all appeared good...
4 Months later, an artist needed an updated PC build to test some new art assets, so I went to build a new PC version. We use Unity, so generally you just need to click your desired build target, and hit "build". However, I now discovered that by attaching the console "hooks" into my work environment, I could no longer build to PC... It was possible, from my end, to test the game from the dev station in dev mode, which was why it went undiscovered for so long.
I did try to excise the hooks, but proved unsuccessful after a day of work. I decided to take this as an opportunity to focus exclusively on the console version first, which afforded me some niceties. Knowing that there's a standardized control scheme meant I could make full use of the control stick for the fishing mini-game. I also didn't need to create a rebindable keys menu - which is a MUST for PC versions... Most importantly, it lets me focus on making the one version as good as possible before moving onto the next. I have NO idea how those other guys release on all platforms at once...
Chalk it up to inexperience. In my defense, this will be my first commercial release, so bear with me. Don't worry, I still plan to make the PC version! It's a bit unconventional, but we're just going to go in the reverse direction of the usual. Console first, then PC, then other consoles. Wherever it makes financial sense, there we will be. (Sorry Ouya!)
Back to the original question - that's why I haven't sent out any public calls for playtesting. Current playable builds of the game are locked to my console dev kit. So actual playtesting unfolds in a very closed setting. Like what I did with Will, I literally sit behind the playtester, breathe down their neck, and watch them play, taking notes all the while.
But since I'm observing the player directly, even just one playthrough nets me a TON of bugs and adjustment tasks. So it evens out I think.
-------------------------- Trailers, Release Dates, etc. --------------------------
Alright, get your frowns ready...
We finished two trailers, and they're raring to go. BUT! We can't show them yet... We're sort of at an awkward spot where we're waiting on some conversational threads to conclude. Say we win a slot in a show - that'd be a HUGE plus for us - but that may also be contingent on us having NOT shown anything substantial yet. The game in its unrevealed state is a negotiating chip. So we're trying to leverage that... and you can only do the reveal once...
We also want to have some "actionable" items in the trailer - a launch date you could mark on your calendar, a wishlist, a website you can visit, etc. So since those things aren't entirely lined up yet, we can't let the trailers rip just yet...
Right now, I can only say we're *aiming* for a late Q2/early Q3 launch. But I can't commit to anything concrete yet. As soon as we know, we'll happily sing it from the rooftops. I hope I can update this blog sooner with good news, but if things move slowly again, I'll send out the next "we're alive" update 2 months from now (end of April).
I know it's frustrating to have nothing major after so long still, so I captured some gameplay footage... May it sate your hungers!
-------------------------- Footage 1 : Fishing --------------------------
You've seen pictures of the fishing, but never video of it in action. Well, here it is!
youtube
(And right after I uploaded the video, I noticed there actually was a video of fishing before. Dâoh)
The idea is simple. First, get the lure in front of a fish, and assuming the fish isn't scared, it will soon bite. Then begins a fight sequence, where your energy meter is pitted against the fish's energy meter. Whoever's energy outlasts the other's wins.
The fish's resistance is represented by a red moving circular subsection. You fight the fish by pushing the control stick and keeping it on the subsection, which will dart around and try to escape you. Bigger and tougher variants of fish will do a "shake" which will reverse the wheel. When the wheel is reversed, so too are the controls, so it gets extra tricky!
While fishing, your energy meter doesn't recover, so one of the ways you level up your fishing ability is by finding energy gems to increase your max energy. There's another way - but we'll keep that a secret.
-------------- Footage 2 : Kobold Boss Fight --------------
You can actually skip the next section if you'd prefer to be surprised and you find your hunger for info sated. That's how I prefer to consume the games that I know I'm going to get. If you're still hungering for info, and you don't mind the slight spoilers, then feel free to proceed!
The next video shows the new Kobold Boss fight. Let's take a moment to reflect on the old game's visuals and how far it's come...
(we've come a long way since the time of the flash game)
youtube
You'll notice the Kobold boss has a name now - Katash! He's a significant enough character that he's earned it. The second thing you'll notice is that he looks better!
Some people have humorously pointed out that the old boss looks like Wolf O'Donnel from Star Fox. There's a funny story behind that. Basically I asked an artist to draw me a space wolf. And the artist, whom I'm assuming wasn't familiar with Wolf O'Donnel, drew that - all of it - all the animations and everything. The first time I laid eyes on it, it was already done, so it was too late to ask for edits. So I just ran with it.
That was seven years ago. Nowadays, I know to involve myself more in the process. I ask for just the design first, and we don't move forward with animations until we're happy with the design. Life lessons!
By the way, if you like Katashâs personal boss theme, give it a lesson on Will's Sound cloud (LINK)
-------------------------- Fan Arts -------------------------- Lots of fan art came in over the past 3 months!
This one is a pixel animation made by Pimez, and shows Gail singing a Christmas carol in various parts of the game. So cute! Years ago, I too was making little animated gifs for my favorite games, so it really brings me back!

This one was made by cARTographer (twitter link) after a request by Deli_mage, so thank you both. Gail rocking stylish boots with a pose that shows confidence in her batting skills. Very anime - Love it!
Another submission of laptekosz of the Last Song of Earth area. Whereas the last picture depicted the night sky, now the orange trees are lit by a rising sun. Artfully done! Kinda makes me want to eat eggs. I hope you'll like the new Last Song of Earth area just as much :D


A new artist to the scene, Not_Quin, submitted two pictures, one of Gail and one of the Sand Drake re-imagined as a centipede. I'm always a fan of these re-imaginings! I like how it's spiky all over and appears to be wearing a skull mask. The Sand Drake is often pointed out to be too similar to Zelda's Dodongos, so maybe a long slithery body would have indeed served better. Fun fact, long ago, when we were working on Phoenotopia 2 in earnest, we actually had a giant man-eating worm planned - WIP animation depicted below. One day... one day...
Negativus Core made two cool new arts! I'm really impressed by their use of unique perspective! Having characters run towards the screen or reaching close to the screen from afar is tricky since the proportions get all distorted - but not an issue for Negativus Core! Love the blur on Gail to show speed, with 66 in focus - really skillfully done! And the cube. Amazing!
--------------------------
I'm really honored by the huge fan art community. Thank you all!Â
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2019 December Update
The game is officially playable from beginning to end!
That battle has concluded...
Soon begins the war! But first, a brief reprieve for the holidays.
And I must throw in the usual caveats. We're still playtesting, we're still polishing, we still gotta get age ratings, more red tape, etc etc. And most importantly, we need to figure out the launch strategy. Think Megaman, charging his shot for 5 and a half years... We're not allowed to miss at this point. It has to HIT.
Luckily, we're in a relatively stable position where we don't have to rush the game out immediately. It's not LAUNCH or STARVE - it's... take some time to aim a little. We don't want to launch in the shadow of a bigger behemoth game, and we don't want to launch completely unknown either. We have to build up the game's media presence, which has been neglected so far. I know it's annoying to have to continue to wait... but please bear with us a little longer!
Here's what we've been doing for the past couple months.
---------- THE SCRIPT ----------
The script sits at over 80,000 words. I didn't realize the significance until a teammate told me that that's actually as long as a novel! I looked it up, and sure enough, it's a little longer than the first Harry Potter. But unlike Harry Potter, hardly any of these words are wasted on, pffft, narration. It's all juicy dialogue!
(Some of the game's golden nuggets of dialogue)
There was actually a lot of mundanity getting to the end. Pirate, acting as my editor, caught tons of errors and inconsistencies. One of the most recurring issues had to do with capitalization. I like to capitalize things, often inconsistently. Some common questions that arose:
Why is this text highlighted yellow, and this one highlighted blue?
Why is this monster name capitalized, but this monster not?
Why is this item capitalized, and this one not?
... and so on!
All very mundane issues, but all very necessary to tackle. And there was a TON of 'em. (em vs 'em was another thing we had to make consistent). I actually did some research to see what capitalization rules Zelda had. From what I could tell, when it comes to animals and monsters in the Zelda universe:
All monsters are capitalized
All regular animals are not capitalized
The Cuccos are special, and ARE capitalized
(a collage of Zelda pictures I assembled to study)
In the Zelda universe, all regular items are lowercase, but highlighted blue when mentioned in a quest context (e.g. "butter", "hylian wheat"). Items can be uppercase, if they are special named items (e.g. "Sheikah Slate"). We adopted similar rules as Zelda in some cases, and deviated in others. For instance, in the Phoenotopia universe, there isn't a clear distinction between animals and monsters - that fish monster is really just an animal that happens to be the alpha predator in its natural habitat. So most entities are lowercase, but "big deal" entities can be uppercase.
(we made a formal document to consult whenever a question regarding capitalization arises)
---------- A SAMPLING of QUEST AND CHARACTERS ----------
A lot of new quests have arisen in our great writing effort extending over the past several months. And with it, new characters, big and small. I'll tease a sampling of some of them here (warning: some light spoilers ahead):
My favorite new quest is undoubtedly our game's new "Trading Quest". This one takes inspiration from the Zelda series - the trading quest similarly has you roaming the world and its towns in search of needy people who desire a particular item. Deliver them the item they desire, and get a new item. Do this 10 times, and the ultimate weapon awaits you at the end.
I tried some things to vary up the formula. Some NPCs don't reveal what they need right away - steps have to be taken to get them there. It's also possible to go down the wrong route in the sequence, and have to double-back. We try to keep it interesting.
---------- LOOT PLACEMENTS & GAME BALANCING ----------
A great effort was also spent towards balancing the game this past 2 months. Because even one good healing item, easily obtained, can throw the game's whole difficulty off-kilter. And this same principle applies to other areas, like the money economy and player powerup options. Altogether, they form a very delicate ecosystem for enjoyment.
One of the recent things I did for this game was put down exactly where each heart ruby, energy gem, and moonstone could be found. And this was actually a rather involved process because you have a limited number of rewards to distribute (you wouldn't want the final max HP count to be a weird number like 297). Put too many rewards in the beginning, and the late dungeons would have no rewards to offer. Put too much in the end, and the inverse happens.
I found myself going back into earlier areas and plundering their rewards to fill the later areas. And then to ensure a relatively even spread of rewards within each area themselves, I drew crude maps of the dungeons & their reward spots, so that they could be studied from a bird's eye perspective.
But it was still not enough. With NPC quests and towns also taking up their own allotment of the rewards, I found myself running low on things to distribute. So I went back to the books and upped the number of rewards across the board. Before there were 44 Heart Rubies to collect - there are now 55. Before each Heart Ruby boosted your max HP by 5, but now each one now boosts your max HP by 4, so your final max HP count would still end up the same. It's kinda similar to what happened with Twilight Princess, where they broke with tradition and made 5 heart containers required to gain a new heart instead of the usual 4. Overall, the final tally for treasure to find is:
55 heart pieces
30 energy gems
108 moon stones
Who's crazy enough to collect them all?
---------- BADGES / ACHIEVEMENTS ----------
As one of the game's finishing touches, there's a menu for BADGES - they're this game's version of achievements. This is an ongoing task that we hope to stamp out this December. A few favorites of mine from the original flash game will return ("Pillow Connoisseur" is among them).
(The menu looks like this before any badges are earned)
I allocated slots for just 33 badges, so we're selecting the badges very carefully. We got rid of most of the fluffy ones that appeared in the flash game - we wanted to reduce the number of badges that you would earn automatically for just playing the game (so no more "1st boss", "2nd boss", "3rd boss" achievements). We're aiming for a healthy mix of easily earned badges, hard earned badges, collectathon badges, secret fun badges, and so on.
The badges have another twist - they bear miniaturized portraits of characters from the game! In the initial brainstorm mockup phase, I wasn't really fond of the badge designs. You got a medal of a heart because you collected some hearts, and you got the medal of a moonstone for collecting moonstones, etc. It just seemed so... expected.
(various badge mockups)
How could we engage the players on a more fun and deep level? The idea came - what if we attached pictures of the people you meet on your journey? And these people's stories and character would have a connection with the achievement? That could keep the player guessing which character would come attached with an achievement, or even reveal a hidden detail about the character you didn't know.
---------- MUSIC ----------
Will has just one more task to do. And that's to recut the song for the trailer. One of our other goals for this December is to make a really good trailer... again. There's actually 2 other trailers we cut and never made public for reasons. Maybe I'll talk about them one day in the post-mortem.
Since this may be the last conventional update, we wondered with which song to best leave the audience. And we decided that the most suitable song is "Sanctuary". It's a song that the player will often encounter often when they happen upon a quiet resting place in the world.
There's a little story behind this song. Two and a half years ago, I linked Will the Earthbound song, "Buzz buzz's prophecy", and told him, make a song like that!
In response, Will made "Sanctuary".
Give it a listen HERE. What do you think? Did Will hit close to the greats?
---------- FAN ART ----------
Three fan arts have come in the last couple months. I display them here proudly:
Another submission by Cody G! Gale looking shy as she flashes the V sign for the camera. I like how Cody G's art is continually evolving. Note the additional detail on her eye, and how her hair is drawn extra fluffy. Very nice!

Shafiyahh is another consistent contributor, and made one in the spirit of Halloween. I really like their costumes! Gale as an angel, and Lisa as a demon, fittingly captures their relationship, since Gale is the responsible one and Lisa is the troublemaker. So cute!
A contribution from a new artist, Negativus Core! Wow, Gale looks so bada-- here! We often forget about Gale's tough side due to the cutesy graphics. This is probably how her enemies see her. And the gummy (slime) is a cute touch!
---------- FINAL NOTES ----------
Similar to last year, this will be the last update for a while. If things run too slow, I'll post a status update come end of February 2020.
It's possible, and this is a BIG IF, that something notable happens sooner than expected - like we're going to a con or we have reason to drop the trailer sooner than later. If so, this blog will update earlier than expected. BIG IF. Otherwise, it's end of February till next you hear of us.
The game's development has reached a new uncharted territory. We're going to take the time and figure out exactly what our next steps are. In addition, we'll still be doing some playtesting and script polishing. And we'll be taking a break too. It is the holiday season, things move kind of slow around this time of year. We'll enjoy the company of our family and friends.
Until then, Merry Christmas and a Happy New Year!
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2019 October Update
Woops, I slipped by my stated blog date since I thought September had 31 days for some reason. So here's the end of September update, 1 day late.
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Writing... And more writing.
That captures the majority of what transpired the last 2 months. The biggest cutscenes have been scripted as well as most towns, so we're really close... I estimate that the writing will conclude within the next 3 *weeks* and we will actually have a game that can be played from start to finish... Don't get too excited though, because then begins the game's vigorous playtesting phase and more polish. And since I've never launched a commercial game before, the next steps (PR, marketing, lot checking, ESRP rating application, trailers recutting, release date finding, etc) are uncharted territory. The only experience I have is launching a flash game 5 years ago, and that was a lot quicker and a lot less complicated... And so, I can't gauge how long it'd take nor give an accurate release date yet. However, as soon as I do know, it'll be sure to post it here first!
---Â COMPUTER BROKE DOWNÂ ---
Among the events that transpired in the last 2 months, my computer actually broke down. It would manifest as the computer shutting off about 10 minutes after turn on. And this was really worrisome because if my computer croaked, it would be a huge blow to the game's development. The time it would take to restore the specific dev environment I had set up would be considerable...
Luckily, it was repaired after 4 days of intense troubleshooting. I'll spare you the long list of events that transpired, but eventually my brother and I were able to narrow the problem down to non-spinning fans on the graphics card. I was able to zippo-tie two chassis fans together, and insert them below the Gfx Card's heat sink. Much cheaper than replacing the whole graphics card!

(please hold until the game's done)
--- MORE PLAYTESTING CHANGESÂ ---
I'll discuss here some additional fixes/changes to the game based on my brother's previous playthrough (still going through that list, heh...)
F. Remember you can climb roots
I remember from a public demo I attempted (3 years ago?), that a lot of people got stuck at these roots, not realizing they could be climbed. Since then, we did a few things to ensure that the first encountered roots would be climbed. The roots' colors were brightened so they would stand out. A character, Ernest, comments that others have climbed the roots. And finally, standing in front of the roots will cause the "Press UP" tutorial prompt to appear.
So how did my brother fare when I did the playtest 2 months ago? He climbed the roots, thankfully. He climbed the next few sets as well. However, later on, in a dungeon, he forgot that climbable roots were a thing. Back to square one. So there's a lesson here... Even if you teach a player something, there's no guarantee that it'll stick.
So in the picture above, you can see my next attempt at an invisible hand to remind the player. In the red circle, notice there are 4 blue dots. These blue dots pulsate wherever there are climbable roots (They're a lot more visible in motion). The idea is to tie an unusual image to an action. I anticipate when the player sees 4 pulsating dots, they'll react by attempting a variety of actions, before eventually concluding that you can only climb them. And that this experience will be more memorable for it - to be conjured up whenever the player sees 4 blue dots. I look forward to observing what happens with the next blind playtester. (Btw, in reading this blog, you have disqualified yourself from playtesting :P)
G. Instant Food Eating
As stated in a previous blog post, the player can't eat from the menu. Food must be eaten in real-time. It's up to the player to find a safe spot to eat, away from interruptions. Some foods can be eaten more quickly, proving more valuable in a fight.
However, what about on the world map?
You can't use tools or items on the world map, which means no healing at all! I saw my brother opening the menu and tinkering around, confident that it could be done. Because why couldn't you?
Indeed... he didn't say anything, but I wrote it down as a feature to be added. And after adding it, found that eating from the menu was fun! After years of using the new system, to have the old flash system's implementation of healing again was refreshing.
And so I decided to add it as a possible new characteristic of food. There's now a special class of food, "candy", that actually can be used from the menu (world map or no). Rest assured, candy items will be balanced - costing more than regular food, and their healing effects will tend to be less than other more timely items.
(the âeatâ subcommand appears for "candy" class items. The candy icon on the bottom-right denotes a candy class item)
H. Fishing Hud finally updated
This wasn't something discovered through playtesting, more of an unfinished task that sat around for far too long.Â
(Old fishing hud on left. New fishing hud on the right)
In the old fishing hud (perhaps an example of minimalism taken too far), the fish's health is represented by 10 white dots. In the new fishing hud, the fish's health lines up and mirrors the player's own stamina. Whoever outlasts the other wins!
I had actually been sitting on the finalized graphics for over a year. For some reason, the last 10% implementation of a feature tends to be the most boring. In game development, I find myself jumping around often, working on whatever can catch my interest. That's good for ensuring that the game's development is always moving forward in *some* capacity. But now at the tail end of development, only the most boring tasks are left...
--- WRITING ---
So I mentioned writing. One of the things written in the last 2 months was the entirety of the "monster" village's NPCs. This time I also roped in Pirate (formerly artist, now also writer), since she's quite familiar with their lore having drawn them and their town.
When I wrote trolls, I wanted to give them a unique speech, not unlike the Mr. Saturns from Earthbound. My idea was to capitalize all words and then strip away as many unnecessary words as I could, while keeping the meaning identical.
Pirate then took the result and improved upon it, establishing rules their language could follow to be consistent:
Simplified negatives (no instead of not/donât/canât/etc);
Object pronouns replace subject, possessive and reflexive pronouns (me/name instead of I/my/mine/myself).Â
No âbeâ verb or itâs conjugations (am, is, are).
No verb conjugation.
No articles.
(A sample of troll language. Harpy language is similar, but no caps, and a few other variations.)
Another neat thing that happened naturally over the past two months was a construction of a "timeline". The timeline takes the form of a 2D chart, with the major players lined up on the left, and the years up top. There are new characters this time around, and having the timeline as a reference, helps to make sure the lore is on point.
(the timeline, blurred. An internal tool to aid writing)
--- FIVE YEAR ANNIVERSARY ---
Speaking of which, it was the game's 5 year anniversary this past August 20th. Thank you to Firana for reminding me!
Five years... Five Years... T_T (I thought I'd be done by now)
It'd be neat to do a longer in-depth retrospective on this game's long development, but I'll wait for the game to be properly finished first.
--- FAN ART ---
We have 3 lovely fan arts that came in the past 2 months.

(Art by Amaury Lorin)
I like how this picture selectively colors the night sky, comet, and fire. Very artistic! Amaury also submitted a poem (in French). Here it is!
Parmi cette clarté que la nuit seule émet, Au-dessus des radis géants qui s'épanouissent, Nonobstant sans souci les herbes qui frémissent, Sous un ciel calme et sombre, un village dormait.
Ăprise de libertĂ©, une puki part LĂ -bas, quelque part oĂč des prĂ©s plus verts la tenant. "Oh, s'Ă©crie un enfant, une Ă©toile filante!" Veille, enfant : pour tes grands yeux curieux seuls, ce soir,
IndiffĂ©rente au sol prĂ©cipitĂ© sur elle, L'Ă©toile tombe... Ăcoute, enfant, elle t'appelle; L'Ă©toile : "Suis-je un ange, un messager du ciel?
Avec mes feux, suis-je augure, ou suis-je étincelle? Gloire d'un monde haut, d'une nuit éternelle... Et j'arrive!" --Dors, enfant, tes yeux ont sommeil...
                                                         ...mais demain...

(Art by LittleLys Owo)
Gale smiling and flashing the peace sign. Nice! I like the skillful use of vectors to draw the lineart.
(Art by Shafiyahh)
Shafiyahh, who also drew fanarts in the last update, returns with this cool picture of Gale sporting the katana, a hidden weapon that... JK. I Love the composition of characters, and the flashy background - very anime-esque!
That's all for now. Next update will come at the end of November!
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