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Rising Phoenix Games

A member registered Aug 04, 2017 · View creator page →

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Horde is a hack and slash tabletop game for 1–4 players. Stand against masses of enemies without lucky dice rolls to save you. Horde’s rules emphasize the need for clever tactics to stay alive long enough to defeat waves of deadly foes.

Horde includes two modes: Defender, for a shorter game, and Dungeon, for a full dungeon crawl through caverns teeming with enemies.

Download Horde Now.

By donating you help support the development of this game.

Fun! I was a little confused about the patterns at first, and I think some kind of tip or glowing blocks might help the player know if they have a good combo or not.

Horde is inspired by the Youkai Project famicase cover art done by Yowan Langlais.

Glad to be back for the third year running!

You can find out more about Horde, and see the cover, on our blog: The Horde is Coming — Take a Sneak Peek

The Beta Playtest version is here. I've added some very experimental rules and I'm keen to hear if they work out for you or not. Give the game a try and let me know what you thought.

The AGBIC game jam was loads of fun, thanks everyone who followed our progress or shared our posts, we really appreciate it!

Devlog 5 - The Alpha Playtest version is here, test drive your copy today!

This game's coming together. Hopefully I'll be able to share the first version of the full game within a day or so, vroom, vroom, vroooooom!

Devlog 4 is here, with a bare-bones playable version of the game.

Devlog 3 is up!
Fair warning: this one's about funding your game dev, and I know lots of people might freak out at any mention of the dreaded budget, but it had to come up some time. There are links to some of our products in the post, and if people feel like dropping money, that's cool, but don't feel compelled to.
I hope you find the update interesting.

LOL, cool cool. 
Looking forward to whatever you do do.

Thanks @Ramifactor. What are you up to? Got anything on the go for this jam?

Driving Beats
Driving mechanics and mechanics using music, in the latest devlog:

We're writing Outrun, a game inspired by Rushing Drive, the amazing cover by Philip Summers.

And it's a table-top RPG.

And it's solo.

Our first devlog is on our blog. I'll be posting updates twice a week, so watch this space.

I had so much fun building Rusty Blade last year for AGBIC jam 2017, it's great to be back again!

If you're a music composer and into outrun synth music, and you'd like to contribute to the project, please let us know. We're planning something special.

I'm looking for a musician, but for a very specific type of music. What kind of music do you make and do you have any examples online?

Nice story and plenty of variation in game play — it's like 4 games in one.
I liked the music, and the sound effects were brutal but appropriate.
The art was great and really added to the story you set out to tell.

I found one set of spikes that didn't do any damage (level 2, somewhere in the NE section of the map). There was a spelling mistake on that level too, I think the word was "remember." 

The chase sequence was cool, but it wasn't clear to me what I needed to do until I'd failed it. Maybe that could be clearer, with a character saying "catch him" or something.

The combat menu for the final fight was generally easy to use, but I suggest disabling the item button unless the character has an item, and also clearly indicating how to go through the menu. My initial thought was that the item menu was broken and I did like having to press Esc to back out, because I thought I might lose my game.

Overall, a fun little game with an interesting story, and well worth a play.

Haha, I'm really, really glad you got through the goblins. Thanks for the support!

Thanks! That was one of my favorite parts too!

That's awesome feedback! Thank you!

Amazing art, well done!

Almost wish we had time to turn some of the bugs into achievements...
"Achievement Unlocked - Doggie Door"...
Or something :-)

I'm a fan.
I also made a version of Rusty Blade, and it was very interesting comparing the vastly different outcomes. You did a really great job on this, well done!

It works for me. I think I found a bug though... the dog runs through the closed door.

Really well done. I'm enjoying reading through all the messages in his inbox and figuring out what's happening.
What did you build the game in?

How are you going with your game JDam?

I've been thinking about adding sprites too. Here are some initial ideas.
Rusty Blade Character Concept

Rusty Blade Character Concept
You can find my version of Rusty Blade here.
(1 edit)

A new version is up!

See our dev log for more.

Looks really amazing @JDam. My game's a lot simpler, but here's a screenshot...

I think a bit of context might be nice. I was a little confused by the spacey menu screen and then being a dude with a gun in a hole.


Was cool, especially the run at the end. Well done on having at least 2 (that I could find) game modes (camera smashing and alley roll).

Some of the dialogue buttons don't detect the Enter key, and it would be nice to be able to just use the keyboard.
The "that was close" dialogue fires again if you roll around the house, and I couldn't figure out how to go to sleep, but otherwise didn't notice any bugs.

Love the sword!

That's awesome. We're also making Rusty Blade. Mind if I share pics here? It's very different (we're making a text based RPG), but I don't want to step on your thing.

Twine is a great recommendation. It's easy to underestimate Twine, but its a great prototyping tool and you might be surprised by what you can do with it, especially if you have a background in web dev, CSS, and JavaScript. Here are some links worth checking out if you're thinking to use Twine:

A great intro.

What's possible with some basic JavaScript and CSS.

Our game for the jam is being built in Unity, but was prototyped in Twine, including the finite state machine RPG engine

Twine also looks good on a resume.

This position has been filled.

Have you tried contacting the designer directly? I contacted the designer of the cartridge I want to do and he was glad to hear about this game jam, happy for me to make the game, and super helpful too.

We're looking for a character illustrator.

We're looking for someone who can turn out 4 character illustrations for a small visual novel we're making for the Yuri Game Jam 2017. The game will be an all ages, non-pornographic game.

Illustrations needed:

  1.  Player character, female, for title screen, promotion.
  2.  Main character, female, full body, walking.
  3. Main character, female, from belt up, conversational pose.
  4. Main character, female, from belt up, concerned pose.

3 and 4 could be similar enough that only the facial features need to change.  We'll also need 2 backgrounds, but I'm hoping I can source those or produce them myself.  The most important aspect is that the main character has to look beautiful, fashionable, and elegant.

About Rising Phoenix Games:

We mostly produce tabletop roleplaying games and content, and would like to grow our mobile games development arm to have a similar reach. You can find out more about us on

Additional Information:

  • Time Frame: 2 weeks for character sketches. 1 month, 2 weeks for final versions.
  • Compensation: You'll get 30% of whatever we make off the game, after or other platforms take their cut.
  • Art direction: You'll receive some art direction on this, to ensure that our look and feel requirements are met. We're looking for a team player who can follow directions and stick to a brief.
  • Contact: Send a link to your online portfolio or 2 character illustrations to , along with a short introduction, by no later than  Monday, September 11th, 2017. Failure to follow these guidelines will result in immediate rejection.

Did you read the game page?  That helped me understand Bullet Spell, because you need to know what key grabs letters and what key destroys them.


Awesome feedback.

I had loads of fun participating and managed to get something through the gate, although it was missing a lot of the features I'd planned to have. There were 7 participants, and I guess 1 of us was our host, so how did the rest of you get on?

For some reason I thought I had till the 29th, but luckily I checked on Friday. Spent 2 late nights to hack the basics together and then uploaded on Sunday.

Stuff learned:

Lots about sprites. Coming from Flash this was the first time I actually used a sprite sheet. Now I just need to go back in and realign everything.
That kiwi.js and phaser were created by the same guy.
Prototyping is worth it. I made a simple prototype in Word, but it saved me having to constantly shift things.
Also, a design document. Planning well really saved me when I was running out of time to code.

Stuff I'd do better next time:

I'd try get a more polished game out. Even if I can't get more features done. The fact that stuff doesn't line up really hacks me off.

Listening to:

Thanks so much, and the feedback is very helpful.