Phantom Thief: Money's for Fools (40k+ WIP) | Updated 16th of January

Dash through rooftops. Sneak around guards. Slither past defense systems. Live the life of a phantom thief in five different heists, and try to stop your sibling from going down your father’s dark path, or simply screw them over for your own ends.

Plans

The goal for the full game is to feature the prologue heist (already in), three heists as part of the main story, and one optional heist that sees you escaping from prison in case you are caught during any of the other heists.

I have other pressing duties (cash money is tight) that I need to attend to, so I have no idea the rate at which I’ll be able to update this project.

What are you waiting for? Go play! I hope you enjoy!

Features
  • Customize your character’s gender, sexual orientation, appearance, personality and more.
  • Customize your thief persona: choose an alias, thief archetype, and motivation!
  • Pursue romance, or friendship, with several characters: the annoying genius detective on your heels, a
    with your feats, your ardent rival thief, a kind barista at your favorite cafe, or your sleazy fence.
  • Go through five different heists where success depends on your choices and preparation.
  • If you fail, get arrested and try to escape prison!
  • Deal with the ghosts of your past. Stop your sibling from going down your father’s dark path, or simply screw them over for your own ends.
Content Warnings

This initial release has light violence, and an involuntary drugging. (The MC uses sleeping powder to escape.)

The start of Chapter 1 has a lot of things but none depicted or graphic, mostly implied or discussed: underage drug abuse, underage alchohol abuse, parental neglect, heavy bullying, child abuse, physical assault, verbal abuse.

Romantic / Friendship Options

(Due to the custom genders, I’m using their surnames for ease)

Du Marco, The Detective (Selectable Gender)

The pebble in your shoe. Your eternal shadow. They have been chasing you for as long as you have been active. Aloof, loves a mystery more than anything else. The Sherlock to your Lupin.

Dubois, the Fence (Selectable Gender)

Your skeezy fence. Slightly unwashed, very well-connected. Their friendly, flirty demeanor is an obvious ploy to get you to be a loyal customer.

Carmine, the Rival (Selectable Gender)

As if the detective isn’t enough, you also have to contend with this troublemaker. More than often have you clashed over the same marks or gone out of your way to screw each other over.

With a musketeer hat and a domino mask, Carmine promises to make your current objective very difficult.

Marquis, the Barista (Selectable Gender)

The barista at your favorite café, where you go to quietly ponder your previous and next schemes. Always has a bright smile and a gentle touch that makes even your defensive phantom thief self lower your guard around them.

Jameson, the Reporter (Female)

For some reason, this woman has had an obsession with you for a while. The one journalist to report on everything you do, who also seems to have more info than most.

Go-Gal, the Super-hero (Female)

Faster than a speeding bullet, stronger than a freight train, more charming than a pack of puppies! Short dark hair, bright blue eyes, and a winning smile. Your living nightmare. Super-heroes are the reason why your every heist has to be done as fast as possible, in case people like her show up.

Wanted Feedback

Any feedback is appreciated, but the points below are particularly salient for me:

  • Typos, weird phrasing, misused words, awkward jumps in the narrative, too often repeated phrasing, confusing segments, etc.
  • How did the heist feel? Are the Delay mechanics confusing? Was it too hard, too easy?
    Any suggestions of places for text relating to a custom part of a character. Like, maybe in a certain paragraph, the player character’s hair could be mentioned. Anything to make your character choices feel more satisfying!
  • Any choices you’d like to see? An alternative you felt missing somewhere, or just things you think would be cool? Not guaranteed to take all ideas, of course, but would love to hear thoughts.
  • I fear I was so distracted with the details of this being a game that my prose might have suffered and I did not do a good second pass or might have ignored some common prose guidelines (weak verbs, etc). Do tell me if you spot anything of the sort.

Current State

  • Average run: 18k words
  • With code: 40k
  • No code: 36k

The game’s initial release had the prologue heist. The first update now adds the interlude heist review, and the start of chapter one, ending just before the free time wherein the player will be free to prepare for the next heist as they wish.

If you have played the first update, I have added a quick way to rush to the new content and also see the changes made to the prologue. Also Content Warnings have been updated, please take a look.

16 of Jan Update Changelog

IMPORTANT STORY CHANGES:

✦ Placed an explanation of the planning of the prologue heist after taking the invite from the curator. I was going to place it after the heist was done, but the placement felt weird and like rehashing something already done.
✦ Substituted the end of demo paragraph during the prologue for some new text regarding the player’s home.
✧ Changed details around regarding the people who help you in the heist. Electric company guy now cut power to the whole district of the museum, and Marcel now is the one that told you about the secondary power generator and other things.
✧ The player now places a calling card where the Monet Lissandro used to be once they steal it.
✧ Changed Remi’s name to Remy.
✧ Changed name of the street in the Statue Escape ending of the heist to Realle.
✧ When swiping the invitation from the curator, the player now replaces it with a fake one made ahead of time.

(✦ Marks changes that are bigger than just a new phrase. To see them without hunting them down, choose to “start from the last update” option.)

Minor Changes

✧ Added a joke about getting to the curator’s ass before the heist’s second call. Couldn’t help myself.
✧ Added a mention about the character’s hair when they return to the rooftop after stealing the curator’s invitation.

Fixes:

✧ Changed affection gain. Using standard variables for it now, and decreased the gains and losses overall.
✧ Fixed reported grammar and typos.
✧ Fixed typos.
✧ Fixed bald inconsistencies. Bald is now tied to hair length, and won’t result in bugs anymore.
✧ A couple flirtation options were locked behind the player being interested. Those were removed. Now, players flirting with NPCs they aren’t actually interested in, will be treated as stringing those NPCs along to get in their good graces. Insincere flirting is very thematic, I think.
✧ Game now properly skips asking if the player is interested in characters that don’t match their stated preferences. Some QoL, I suppose.

AI Disclosure:

No — This project does not contain the output of Generative AI

67 Likes

Quite an enjoyable read. I particularly like the prose and its general comedic tone. Decent variety of choices but I am mostly intrigued by the Delay system. And I would like to ask permission to peer into the code and see how you executed it as it is a type of system I would like to make use of myself.

Should also note that I haven’t noticed any typos through the three runs I’ve went through. Though choices were limited in regards to my preference. Theyre ultimately preferences that don’t fit a “phantom thief” style motif. I.E if I wanted to not actually care about casualties. Rather than be the typical gentleman thief. But I do still enjoy that route enough that I care not for not having that be a possible route.

3 Likes

I really liked the demo and the choices offered! Your writing also flows so well and I really enjoyed that we jumps right into the action of doing our first heist. The delay system is especially fun, it reminded me a lot of Blades in the Dark system with their clocks to set limits and add that sense of urgency that makes heists so daring! I am also already so in love with both the Detective and Go-Gal.

I only noticed a couple of typos! There should be an s at the end of “keep” and a space after the comma in “stupid,sexy detective” in the section below :slight_smile:

“From here the dance becomes more complicated. Something flies off your hand and pings off the ground of one of the museum’s wings. The hyper-aware guards move their lights near immediately towards it in unison. Except for the detective. He keep searching around for you.

Stupid,sexy detective.”

2 Likes

How should this current demo actually end? When I read it earlier there was a scene where MC drugged the superhero with something and they ran away. Now I got the ending with MC still being held by her.

Little bug. MC is the height of a woman :face_with_monocle:

:D


Actually, it would make it twice as cool. Telepathy is never cliche!

1 Like

The prose was engaging and charming to read through, the plot intriguing and the mechanics pleasant.

we

8 Likes

I’ve had that happen to me as well, it’s probably a mistake on the coding for the “average” option. At least that was what I chose.

Okay, turns out all heights were gendered, hahaha. Short was man, average was woman and, tall was non-binary. That cracks me up. My height is woman and my gender is average!

I know what happened, I was still figuring out whether I wanted to use integer for easy multireplace for certain variables or just strings. I ended up just making two variables, why not. But when I went about adjusting the code and doing some copy pasting I forgot to actually change the values.

It’s fixed now, thanks guys!

The demo has just two endings, capture or escape. You should know when you reach any ending because both of them have a message after the fact telling you that you did. If you didn’t see one after either, then that’s a flow bug I need to look at.

I should say, there are technically three endings. You can mess up and be captured but end up escaping if you have a certain idol you can grab during the first call you have to make during the heist.

I can show you the code if you want, for sure. Just DM me. But I should tell you that there honestly isn’t much to it as an actual script system? I’m just keeping track of the delays variable and branching the story and text accordingly, while also assigning delay decreases or increases to certain choices.

The most complicated, and even then it’s not that complicated, part about it is just the way the delay level is displayed to the player. There’s a subroutine called that checks if the player has the delay displayed option active, then after that uses a loop to print the icons depending on how many delays you have. I could have honestly just used multireplace for that, the delays will hardly scale past say ten in a single heist, but the coder in me hated that.

About the choices. I considered letting the killing thing be more open to the player, but I landed on the no killing part being consistent initially, because it was relevant to the plot I had in mind. But I want that to be challenged in the story. There’ll be opportunities in the future that align more to what you want. Or, at least, that’s the intention for now.

Thanks for your thoughts, glad you enjoyed it!

2 Likes

Even if its simple. Its a good point to learn from so Ill certainly be dming you when I am free. Thanks.

This was an INCREDIBLY FUN READ!!

I may have been so excited through it that I have not spotted any typos or bugs hehe

I love the dynamic between us, the detective and the super hero, going through the choices and seeing the results of the delays was incredibly fun and I enjoyed every second of it

Great work!!

3 Likes

Very persona 5

Love the persona series! But it’s more that we share the same dna. I was brought up on the Arsene and Sherlock Holmes series, the kaitou kid ovas, Carmen Sandiego cartoon, etc.

When that first trailer for p5 came out with the phantom thief aesthetic after years of only having that damn red background with the chairs teaser image, I did kind of lose my mind a little bit, it was such a confluence of interests, haha!

The detective reminds me a lot of Lestrade from @doriana-gray-games on Tumblr and MC reminds me of my Sherlock (if Sherlock was a villain! I consider Thief a villain, even if they haven’t killed anyone yet). As for Go-Gal, I think I don’t like her. Her nice attitude felt fake and and patronising in some way :v

Btw. is there a reason why the last two ROs are not gender selectable?

I have heard about those games, but haven’t had the time to check them out yet!

Do you think some more options to fit your perspective of being a villain and not trusting Go-Gal would be cool during her section at the end of the prologue? That’s the type of feedback I very much would like. I don’t like when the story speaks too much for your character and doesn’t let you actually do that, so I would very much like to know spots where I might be accidentally doing that.

Regarding the last two ROs. There was a reason, but the more I think about it, the more I think I could apply that logic to other characters, so I might end up changing that. I’m keeping myself flexible on things, because there are a few details I haven’t quite settled on.

2 Likes

The game has been updated! You can check out the changelog in the main post or the game itself. I implemented a way to speed through the prologue and also read some of the changes to the prologue without you having to hunt them down.

An interlude was added, introducing another RO. Tell me what you think of the newspaper segment here too. I don’t think I like how I wrote that. I was so focused on making sure your choices during the heist were being conveyed properly that I think I missed the mark with what I intended the prose there to be which was: a fun, 20s exciting newscaster type of thing. I think it just came out awkward.

After that, the start of the first chapter was also implemented. It’s a flashback to the MC’s path. This one is quite linear, and I think I might return here at some point to make it vary more based on the choices you make about your past here. But I am happy with how it came out. It just feels like depending on some of your choices more than just simple flavor text additions is necessary.

The chapter ends as the game is about to shift to free time mode, wherein you’ll be choosing what to do to plan for the first heist.

With this update the word count doubled! And I already have more written that I just didn’t want to rush into implementing. Doing the interlude and the free time in one go felt like asking for things to go wrong. Better to pace myself.

Hope y’all enjoy it.

7 Likes

How did I miss this? I’m having so much fun.

Edit: @JazzThief I think there is a bug – the game just hangs up to me when I try to proceed to the interlude. My guess is it’s because the scene list says interlude_1 while the filename is Interlude_1.