Turn-based Pokemon combat inspired by a mix of Undertale’s bullet dodging and Mario RPG’s timed hit mechanics.
They are tailored for PvP, where both attacker and defender engage in suspenseful button presses to influence the combat outcome at every turn.
The combat is designed to be mastered with tries. Battle your way to become a Pokemon Master, Trainers!
This is my very first prototype, mainly to showcase the possibilities of the mechanics but at the same time modularity to facilitate scoping of the project.
There are several features already thought of and might be explored:
- More Trainers with greater attack pattern diversity. To infinity and beyond!
- Move Type implementation. To promote switch-in/switch-out decisions similar to Pokemon battles as we all know.
- Ultimate moves. This is where you might see Megas, G-max, Z moves. After all, we all wanna see how Leon’s Charizard differs from Ash’s, right?
- Interactions with NPC pokemon seen in the Battle Stage’s background. Some ideas are to make them catchable as assists, or boss battles if the battle is dragged too long (who wanna see Heracross and Scizor team up to protect the forest?).
Any feedback or suggestions are greatly appreciated!