It's recommended to try out the demo before purchasing, but as far as I've seen, the demo is bundled with the full paid package.
That kinda defeats the purpose of a demo, no?
Could you show me which setups you used? I'm curious to see a player's build.
The Phoenix was intended as a late challenge and is meant to be strong, but beatable on month 10 or 11. Ideally you should have the demon twins or the angel/devil babies, as thy provide strong attack stats and have useful skills.
The poltergeist drops an ice sword that affects normal attacks. You can use the sword with the tentacle/demon twins double attack chance to exploit the weakness. The poltergeist has a counter/reflect skill that can buy you a turn, but it won't damage the phoenix if it uses a fire spell (which it does more than planned...hmm.)
Other viable strategies should be using the pixies' water spell, summoning pixies/fairies by having Titania or Oberon, growing an offensive babies for 5 months for stronger damage (elf and fox last 12 months), or trying to repeatedly disable the Phoenix with the Demon Twins/Twisted Twins skills.
ALL THAT SAID, balancing is hard and I didn't have enough time for the Phoenix, so there is a chance it cannot be beaten. I may revise its stats and AI, as it's spamming Fire III more than it should and going faster.
Thank you! I'll look into it. On my light tests, the gold rewards seemed to work well, so I probably missed something more intricate.
Belly growth was indeed bugged, but should be fixed in the next version.
Next version will be easier to pass the lower tresholds to grow the protagonist's belly. I probably should do a little explanation of how it works as well.
HI, thank you for the kind words. Very encouraging, as I had heavy doubts about balancing combat and keeping the game concise. Also, you made the artist super happy.
There are only 4 preg stages at the moment, due real life complications limiting the artist's availability. The current biggest size is much more modest than the usual in the niche, but the game refused to render the pregression properly whenever I tested it, and I still haven't figured out why. Without having found a fix for that, we didn't make more art assets for it.
So, this is currently the biggest size we have art for:

For variety in gestation time, I agree. I ran into a couple of issues though, which may be entirely in my head, or very likely due my inexperience in game dev (this IS the first real game I ever made).
Making them too long makes baby management meaningless. Making them too short risks losing important skills too early AND makes growing the MC more difficult. Skill variety is tied to amount of babies, but skill power is tied to gestation lenght - the longer a baby is inside, the stronger the skill it gives with exceptions).
Without an elegant way to keep track of gestations, or a decent way to mitigate losing the stats/skills from giving birth, I opted to make most gestations similar and more on the longer side.
Now that the jam is over, I have thought of a couple of ways to get around a few of these issues. I'm still gathering my thoughts and pondering what to change, but I believe I'll make the game longer, probably 16 months or up to 20 months - should be long enough to allow seeing the all the birth scenes and plan better.
I'll probably spend some time toying with plugins first and get the skill shop working instead of trying complicated solutions.
Nice stuff. Is it possible to add AP rewards to things outside of battle through eventing?
I want the player to gain AP and learn a skill they've been training ONLY after a certain in-story event happens (through variables/switches and evented If-branches). It'd be cool to gain AP through other means too, like simulating a master teaching the player over time through multiple tasks.