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(+1)

First, I would like to congratulate everyone involved in creating this game, which is so well-made and satisfying to play, with stunning pixel art.

Second, this game has a huge potential to be widely recognized by the Pokémon community and beyond. It's probably a matter of publicity and improving the game more and more to gain more recognition (in my opinion, this game should be more recognized for its level of quality that pleases Pokémon fans or anyone else).

Third, I have a few suggestions for implementing in the game. It's up to you to add them or get inspired and modify them (if you want more suggestions, I can comment here or on Discord. And I apologize for the long text):


Game Modes*------------------------------------------

Hard: Increases the difficulty of opponents and imposes additional restrictions, such as lower rewards and higher upgrade costs. Hard mode is unlocked after completing the game's normal mode.

Extreme: Same as Hard, but adds strict challenges and additional rules, such as deck restrictions and specific victory conditions. Hardcore mode is unlocked after completing Hard mode.

Random: After each victory, your cards and items are randomly swapped. The player chooses whether the swap occurs every turn or after each battle or both. If possible, create the Random mode difficulty option, making it fun and more challenging for those who want it. Random mode is unlocked after completing the Normal game mode. Completing Normal Random difficulty unlocks Hard and then Extreme Random mode.

Challenge: Complete predefined challenges to earn special rewards, achievements, both, or even unlock something by completing challenges. Includes an interface to view and select challenges. Challenge mode is unlocked after completing Normal game mode.

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Minigames*--------------------------------------------

Casino Slots: Casino Slots: Players encounter three casino slots that display random symbols (e.g. items, berries, or Pokémon) when triggered.

Rewards: If two identical symbols appear, the player receives double the corresponding reward; If three identical symbols appear, the player gets tripled. For Pokémon, if three of the same type appear, the player can choose a Pokémon with boosted stats. Adjust the odds to ensure the minigame is exciting but not overly rewarding. Consider using a probability table to set the odds for each outcome. When a Pokémon is selected, show a preview of the boosted stats, including the chance of encountering a Shiny Pokémon, a Pokémon with a random ability, or both together if they are very lucky.

Dice rolling: Show specific rewards for each face of the die (e.g. different colored Berries, specific Pokémon). Allow the player to roll up to two dice simultaneously and choose whether to accept the rewards based on the results. Each die has a 1/6 chance of landing on each face; if they land on the same number, the reward is doubled for Pokémon that are boosted. Include a chance for rewards to be powered-up Pokémon, Pokémon with abilities, or Shinies.



Achievement Wall*--------------------------------------

Create a visually appealing wall that displays achievements as pieces, icons, or badges on a board. Each unlocked achievement can be displayed with a corresponding image or icon. When the player hovers over an unlocked achievement, display a small tooltip that details what was done to earn it. For achievements that have not been unlocked, display a question mark icon (“?”) and provide a description on hover explaining what needs to be done to unlock it.

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I hope you enjoyed it, I wish you much success with this project, don’t give up! (sorry for any spelling mistakes, I’m using Google Translate)

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Thank you for playing, and I'm glad you enjoyed the game!

I like many of these ideas actually, thank you. The game is not receiving any further updates, but if it ever does, I'll keep these suggestions in mind.

Have a nice day 🐾