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Completed HELL†GIRL

This project is complete. Any future revisions will be bug fixes or small updates.
Project Status
Completed
Project Version
1.3
Humans come to Hell to get punished?”
...What nonsense.
I, for one... came to Hell to rule.

UGWr9r3.png


††††† A re-imagination of Pokémon Emerald’s Battle Pike! †††††
This summer, turn up the heat!!!


3v5sA6t.png


† 5 Stages † 5 Bosses † 75 Randomized Rooms †
† Easy&Hard Modes † Generations I-VIII † Mega Evolution †
† Explosions † Fiery Battles † Monster Girls † Gothic Metal †

In the depths of Hell!!!


nCzsmuD.png

†††† DOWNLOAD †††††
Game (v1.3) | Resource Pack

†† Version 1.3 - Updated 03/09/22
†† Version 1.2 - Updated 29/08/22
†† Version 1.1 - Updated 16/08/22
†† Version 1.0 - Released on 10/08/22, for Relic Castle Game Jam 8
††††† HELL†GIRL †††††
by Armin

††††† Pokémon †††††
The Pokémon Company
Nintendo
Affiliated with Game Freak

††††† Pokémon Essentials v20.1 †††††
Flameguru
Poccil (Peter O.)
Maruno
With contributions from:
AvatarMonkeyKirby | Marin | Boushy | MiDas Mike
Brother1440 | Near Fantastica | FL | PinkMan
Genzai Kawakami | Popper | Golisopod User | Rataime
help-14 | Savordez | IceGod64 | SoundSpawn
Jacob O. Wobbrock | the__end | KitsuneKouta | Venom12
Lisa Anthony | Wachunga | Luka S.J.
and everyone else who helped out

††††† mkxp-z †††††
Roza
Based on "mkxp" by Ancurio et al.

††††† RPG Maker XP †††††
Enterbrain

††††† Title Screen †††††
Meteos (2005)
DrKelexo
Pokémon Trading Card Game:
Crimson Invasion 59
Shin Nagasawa
Dearest by West Wind Fonts

††††† Tiles †††††
MegaMew47 | Ekat | idilio | Heartlessdragoon
Vurtax | Fabnt | Magiscarf | J-Treecko252
Elle aka Midnitez-REMIX | Sefti
Magna-Ryunoid | Amras Anárion | Inkaline | erma96

††††† Overworlds †††††
aveontrainer | JuJoAura | J-Treecko252 | Poltergeist
Ekat | Dragoon | ebuddy | Silentninja | Barubary

††††† UI & Battle Graphics †††††
Axel-Comics | misuuri | RBRNNova | Poltergeist
KioRaka | LunaMaddalena | MegaBlueAce | redblueyellow
MufasaKong | NX-kun | Lemon | zerudez
Tristantine The Great | HauntedArtStudio | LuxDiablo | Thundaga

Amethyst and the Reborn Team
Janichroma and the Rejuvenation Team

††††† Gen 8 Move Animation Project †††††
Pokémon Reborn Team
StCooler | DarryBD99 | WolfPP
ardicoozer | riddlemeree | BellBlitzKing

††††† Gen 8 Pack for Essentials †††††
Battler Sprites:
veekun
Smogon X/Y Sprite Project
Smogon Sun/Moon Sprite Project
Smogon Sword/Shield Sprite Project

Icon Sprites:
Alaguesia | Marin | MapleBranchWing
Larry Turbo | Leparagon
DS Styled Gen 7+ Repository

Cry Credits:
Rhyden | Marin | Zeak6464

Script Credits:
Golisopod User | Luka S.J.
Compilation of Resources:
Golisopod User | UberDunsparce

††††† Music †††††
Arrange, Guitar&Bass: 刹那 (黒夜葬)
Composer: ZUN (Team Shanghai Alice)

"鬼切エンヴィ"
Album: Catharsis (黒夜葬)
Original: 緑眼のジェラシー
Source: 東方地霊殿 ~ Subterranean Animism

"Mystletainn"
Album: ∵Ga[Я]deN∵ (黒夜葬)
Original: 運命のダークサイド
Source: 東方風神録 ~ Mountain of Faith

"焔葬"
Album: Catharsis (黒夜葬)
Original: 業火マントル
Source: 東方地霊殿 ~ Subterranean Animism

"冥土ブラッドワークス"
Album: UroboroS (黒夜葬)
Original: メイドと血の懐中時計
Source: 東方紅魔郷 ~ the Embodiment of Scarlet Devil

"Agalmatophilia -模倣夢映写機-"
Album: APOCALYPSE -穹劫黙示録- (黒夜葬)
Original: Romantic Children
Source: 東方怪綺談 ~ Mystic Square

"GardeN -片翅ノ蝶- "
Album: ∵Ga[Я]deN∵ (黒夜葬)
Original: 幽雅に咲かせ、墨染の桜 ~ Border of Life
Source: 東方妖々夢 ~ Perfect Cherry Blossom

"空ろなるヘリオスフィア"
Album: Catharsis (黒夜葬)
Original: 霊知の太陽信仰 ~ Nuclear Fusion
Source: 東方地霊殿 ~ Subterranean Animism

"Jormungandr"
Album: ∞UroboroS∞ (黒夜葬)
Original: 神さびた古戦場 ~ Suwa Foughten Field
Source: 東方風神録 ~ Mountain of Faith

"Le Blanc Et Noir -屍ニ咲ク真紅ノ雪-"
Album: APOCALYPSE -穹劫黙示録- (黒夜葬)
Original: Crimson Dead!!
Source: 東方怪綺談 ~ Mystic Square

"Monochrome"
Album: 四季-秋- Night of soul's (t=NODE)
Original: 禁断の魔法 ~ Forbidden Magic
Source: 東方怪綺談 ~ Mystic Square

"アラクノフォビア"
Album: Catharsis (黒夜葬)
Original: 暗闇の風穴
Source: 東方地霊殿 ~ Subterranean Animism

††††† Scripts †††††
"Better Speed Up" by: Marin, Phantombass
"EVs and IVs in Summary" by: Deoxysprime
"Game Over" by: FL
"Generation 8 Pack Scripts" by: Golisopod User, Luka S.J.
"Map Zoom" by: Golisopod User, Marin, Luka S.J., TechSkylander1518
"Name Windows" by: Mr. Gela, mej71, Vendily
"Overworld Shadows EX" by: Golisopod User, WolfPP, Marin
"Pokémon Selection" by: FL
"Randomized Trainer Teams" by: Kotaro
"Rename from Party" by: TechSkylander1518
"Ultimate Move Tutor" by: Grogro
"v20.1 Hotfixes" by: Maruno

††††† Additional Thanks †††††
Audacity
Bulbapedia
Clip Studio Paint
Resource Hacker
Smogon
If the stars are aligned and the RNG gods are kind, this game is essentially a straight line and 5 battles. You can't get any simpler than that... right?
What's more implausible than the stars aligning, I would say, is having your tastes line up with mine...
...which is why, if you played the game, and somehow enjoyed it in any way or form, you have my deepest and most sincerest gratitude. <3
 
Last edited:

Nandthesword

Cooltrainer
Member
Joined
Jan 4, 2022
Posts
115
I haven't gotten too far in this, but from what I've played, (I'm at Stage 3 right now) this game is really cool!

I really love how unique this game is! You had a great concept to begin with and gave it loads of charm and character! I was immediately dragged in by the intro cutscene just by how cool I thought the explosions were with Hell Girl.

It's also really fun to try and use the statues to try and narrow down which rooms heal you. AND THE TEAMBUILDING SYSTEM!

Everything in this game just feels so polished and unique. I'm definitely going to continue this, but I'm bad at the game and can't even get to the first save in Stage 3 lol. Great job on making an excellent game!
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
I haven't gotten too far in this, but from what I've played, (I'm at Stage 3 right now) this game is really cool!

I really love how unique this game is! You had a great concept to begin with and gave it loads of charm and character! I was immediately dragged in by the intro cutscene just by how cool I thought the explosions were with Hell Girl.

It's also really fun to try and use the statues to try and narrow down which rooms heal you. AND THE TEAMBUILDING SYSTEM!

Everything in this game just feels so polished and unique. I'm definitely going to continue this, but I'm bad at the game and can't even get to the first save in Stage 3 lol. Great job on making an excellent game!

Ahhhh thank you so much for your kind words!! <33
I'm so happy you think the explosions are cool! I think it's natural that you're facing some difficulties on Stage 3, because that's when the opponents start to have Mega Evolutions, so don't worry too much! The thing about the rooms that heal is that sometimes they may also contain battles, so perhaps you might want to avoid them altogether when your Pokémon's HP get too low, and try to seek out the Aerodactyl rooms instead (no battles, so you cannot game over haha). Especially when you know that you're nearing a save point (every 7 rooms)!

Of course, luck plays a role in the rooms you get and the opponents you face too, so there will be a run where everything goes nice and smooth sailing for you, eventually! Please don't give up!

Once again, thank you for trying out the game! I wish you all the luck, and hope you get to continue playing it!
 

Nandthesword

Cooltrainer
Member
Joined
Jan 4, 2022
Posts
115
Ahhhh thank you so much for your kind words!! <33
I'm so happy you think the explosions are cool! I think it's natural that you're facing some difficulties on Stage 3, because that's when the opponents start to have Mega Evolutions, so don't worry too much! The thing about the rooms that heal is that sometimes they may also contain battles, so perhaps you might want to avoid them altogether when your Pokémon's HP get too low, and try to seek out the Aerodactyl rooms instead (no battles, so you cannot game over haha). Especially when you know that you're nearing a save point (every 7 rooms)!

Of course, luck plays a role in the rooms you get and the opponents you face too, so there will be a run where everything goes nice and smooth sailing for you, eventually! Please don't give up!

Once again, thank you for trying out the game! I wish you all the luck, and hope you get to continue playing it!

Y'know as soon as I tried doing what you said I immediately beat Stage 3 lmao.

Just finished the game and the middle to end of the game did not disappoint! Overall, a really charming and unique game. Congrats on making it!
 

Haunted Ditto

Creator of Pokemon Pandora and Pokemon Climate
Member
Yooooooo, this game kicks ass! I love EVERYTHING!
The aesthetic, the music, the dialogue and the artstyle were all superb.
As a huge Houndoom fan, I was already insanely excited when I saw it in the title screen.
Sometimes it was a bit frustrating (probably because I used alot of 80% accuracy moves, lol), but the difficulty was perfect imo (took me around 1 hour and 20 minutes).
Overall: VERY well done. We need more games like this!
 
Last edited:

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
Yooooooo, this game kicks ass! I love EVERYTHING!
The aesthetic, the music, the dialogue and the artstyle were all superb.
As a huge Houndoom fan, I was already insanely excited when I saw it in the title screen.
Sometimes it was a bit frustrating (probably because I used alot of 80% accuracy moves, lol), but the difficulty was perfect imo (took me around 1 hour and 20 minutes).
Overall: VERY well done. We need more games like this"

Aaaaa thank youuuu!!! <33
You have no idea how happy I am to have read your comment! I was rather iffy on whether my aesthetic choices would be well-received by others, so it really warms my heart to know that there are people out there (like you!) who resonated with them. Of course, as a fellow Houndoom lover, I just had to feature it in a game like this! Hellhounds are one of the coolest parts of hell after all. ^^
A few of the possible Pokémon you can battle are holding the Bright Powder or the Lax Incense, so it's possible you might have come across some of them. Whether you encounter them or not pretty much depends entirely on RNG, so I ultimately decided to leave them in. I'm glad you managed to pull through and beat the game in the end!
 

Michael

That One Guy
Member
Not sure if I just missed this somehow but would it be possible to add a reset EVs option in the statue menu?

Having to readjust every EV stat to 0 whenever I'm trying to do a build change can get a bit tedious.
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
Not sure if I just missed this somehow but would it be possible to add a reset EVs option in the statue menu?

Having to readjust every EV stat to 0 whenever I'm trying to do a build change can get a bit tedious.

Yes, it would be possible. I'll keep in mind to add it in when the next patch rolls out.
Thank you for the suggestion!
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
The game has been updated to Version 1.1, with the following changes:
  • Added "Reset all" option to the EV modifier in statues (thanks Michael for the suggestion!)
  • Slight modification to a Pokémon's moveset
Version 1.0 (Original Jam Version) can still be downloaded under the Version History spoiler in the main post!
 

Porygon2

Novice
Member
Joined
Dec 22, 2020
Posts
16
I'd forgotten some of the details of how the Battle Pike works because it's been so long since Emerald, and this brought back memories. I remembered that you choose between three rooms with different events happening in each, but I forgot the more specific details like being able to get a hint about what's in one of the rooms and that a room full of wild Pokemon was one of the possibilities. I also feel like a Hell aesthetic works well with a place inspired by the Battle Pike, with it being designed after a snake Pokemon, the owner of it having an all snake team, and just the general nature of the place. I even realized while typing this that Lucy sounds close to Lucifer. I loved the maps in the game and how the color of each stage would change to match the boss!

I got curious about Hell Girl's backstory when playing. She seems to care about her Pokemon a lot, going by how she treats Hellgar. And some of the dialogue when facing the Skull Soldiers is about what will happen to them for trying to hurt her Pokemon. I wonder what she did to get sent to Hell.

I also wondered about when she blows up the Skull Soldiers after battles. Does she need to disarm them by beating them in battle first to do that? Is it something she naturally has the power to do, or does the area grant her the power to do that if she wins the battle?

Speculation: Could each of the bosses of the Hell stages have been the ruler of Hell at one point, before being dethroned by the boss of the next area? Like maybe the Warden was the original boss, but the Dragon defeated her, and so on and so forth, with Lucifer being the most recent. A future aspiring conqueror of Hell may have to go through the same stages Hell Girl did, but after Lucifer have another set of rooms ending with Hell Girl. It would also go along with the sort of game-like structure, with the stages and rooms that seem pre-formatted.

The game also seems very polished. I didn't run into any bugs at all.
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
I'd forgotten some of the details of how the Battle Pike works because it's been so long since Emerald, and this brought back memories. I remembered that you choose between three rooms with different events happening in each, but I forgot the more specific details like being able to get a hint about what's in one of the rooms and that a room full of wild Pokemon was one of the possibilities. I also feel like a Hell aesthetic works well with a place inspired by the Battle Pike, with it being designed after a snake Pokemon, the owner of it having an all snake team, and just the general nature of the place. I even realized while typing this that Lucy sounds close to Lucifer. I loved the maps in the game and how the color of each stage would change to match the boss!

I got curious about Hell Girl's backstory when playing. She seems to care about her Pokemon a lot, going by how she treats Hellgar. And some of the dialogue when facing the Skull Soldiers is about what will happen to them for trying to hurt her Pokemon. I wonder what she did to get sent to Hell.

I also wondered about when she blows up the Skull Soldiers after battles. Does she need to disarm them by beating them in battle first to do that? Is it something she naturally has the power to do, or does the area grant her the power to do that if she wins the battle?

Speculation: Could each of the bosses of the Hell stages have been the ruler of Hell at one point, before being dethroned by the boss of the next area? Like maybe the Warden was the original boss, but the Dragon defeated her, and so on and so forth, with Lucifer being the most recent. A future aspiring conqueror of Hell may have to go through the same stages Hell Girl did, but after Lucifer have another set of rooms ending with Hell Girl. It would also go along with the sort of game-like structure, with the stages and rooms that seem pre-formatted.

The game also seems very polished. I didn't run into any bugs at all.

Hi there! Thanks so much for playing the game and leaving your thoughts about it! <33
I truly loved reading about your speculations and interpretations of the setting and characters; those are questions I pondered about during the course of making the game as well! Ultimately though, I decided to leave these details ambiguous on purpose, because 1) this game focuses on the battles first and foremost and 2) it's more fun dropping hints here and there and letting the players be free to form their own takes on things hehehe. ^^ So honestly, there's really no set backstory for Hell Girl, Hell itself as depicted in the game, or mechanism for the explosions (on a meta level, things explode because I personally think explosions are cool haha). There are many, many reasons why someone would be sent to hell! Go wild with that imagination of yours; there're no right or wrong answers and all interpretations are equally plausible! ^^
 
Had a blast playing this!
1660987271415.png

The party I actually used is the last three - I just left the first three in from earlier team building lol. Also, that time is missing my frequent soft-resetting when things didn't go my way.
(I love how this is like, sort of a counterpart to Faeries in some ways - focuses on a specific element of Pokemon gameplay, centered in a somewhat type-themed location and filled with unique tiles and human(ish) characters to meet! I kind of hope this is a sign of a series of games like this, haha, but of course I'd also be interested in another game of yours that completely bucks the trend!)


The tiles and overworlds are all beautiful! I think the statues are my favorite!

I'm biased because I love seeing my scripts used, but I loved that intro cutscene!

You do an excellent job of making the little things faster! I know you already know what all you put in lol, but what I noticed -
  • Text speed to high by default
  • Option to skip initial cutscene
  • The 1, 2, and.... got shortened
  • Overworld speed seems to be run speed
(I don't mean this in the sense of "Oh I'm so glad I could get this over with quickly" of course lol, just that rewatching cutscenes, waiting for text to load, etc. is a lot of what bogs down gameplay, and you did a great job trimming it all! It seems like the kind of game that could easily appeal to speedrunners on that front!)

On a similar note, I felt like your timing with that pause feature in dialogue was perfect, just enough to feel the rhythm without feeling like it had stopped!

And the level of customization stats-wise was great! The level of detail you could get from a battle sim like Showdown, and nearly as fluid!

I loved that all the boxes had that same wallpaper, that was a nice touch lol

I don't want to go too heavy on the praise for the UI and animations because the credits make it seem like they're just resources and not your edits of them and I don't want to be like "Wow I love the resources someone else made that you didn't work on", but they all looked fantastic! Really fit nicely with the aesthetic of the game!
The pauses in the succubus dialogue felt a little slow compared to the other dialogues? Not sure if that was intentional.

It seemed a little strange to me to let the player have six Pokemon in their party when they could only bring three past the gate? I guess I can see how it'd be more useful for tinkering with more Pokemon at once, but since I kind of feel like restricting the player to three Pokemon for the entire game would make a little more sense, and it'd also make things a little faster by skipping the "select three Pokemon" part. (The only script I know for that is PartyPlus, though, and that hasn't been updated for v20...)

I think it'd be nice for the statue between rooms to tell the player what room they're on, so players could factor that in to their choice about what room to take.

The "Press enter to restart" on a loss screen doesn't quite seem to be working, or at least it seems to take a bit.

The move tutor didn't give level-up moves, which isn't a problem for a lot of strategies (especially considering how level-up moves tend to be garbage like Scratch and Growl), but I noticed that it meant I couldn't get Electro Ball on A-Raichu, which is my usual strategy lol. I don't know quite how popular level-up moves are for strategizing, but I imagine there'd be a couple signature moves people might want to use.

Another thing that was specific to my strategizing - the message about the terrain at the end of every turn got a bit annoying, probably more noticeable because of how things were streamlined everywhere else. I think if you just comment out the message part (the pbDisplay parts in Battle_EndOfRoundPhase), it'll still play the animation but not give the message.

I've never actually played the Battle Pike, so I was a little confused about what exactly the Aerodactyls were doing to my Pokemon for a bit. Maybe that could be included in Hell Girl's little "Shall I go over what needs to be done?" at the start?

Minor thing, but I think it'd be fun to snuff out the flame on the statues when the heal, based on that line about "I have no more heals to give".

I hadn't initially realized there were nature mints and abilities patches? I don't know if it was because of the pocket or if it was because I just didn't think big enough on how I could customize my Pokemon, haha.
There's a few errors related to battle animations -
  • Volt Switch makes the user permanently disappear, which is great for the switch out animation, but causes a problem when the player only has one Pokemon left and can't switch
  • Body Press makes the target disappear
  • Psychic Fangs did a rock-type animation for some reason
  • Meteor Beam leaves the target dark until the next animation

1661081247136.png

There's like, a little patch of light over here? And on the other side, too.
Oh yes you are! - Oh, yes you are!
What kind of danger I don't know - What kind of danger, I don't know
I don't do well with rejection either! - I don't do well with rejection, either!
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
Had a blast playing this!
View attachment 11998
The party I actually used is the last three - I just left the first three in from earlier team building lol. Also, that time is missing my frequent soft-resetting when things didn't go my way.
(I love how this is like, sort of a counterpart to Faeries in some ways - focuses on a specific element of Pokemon gameplay, centered in a somewhat type-themed location and filled with unique tiles and human(ish) characters to meet! I kind of hope this is a sign of a series of games like this, haha, but of course I'd also be interested in another game of yours that completely bucks the trend!)


The tiles and overworlds are all beautiful! I think the statues are my favorite!

I'm biased because I love seeing my scripts used, but I loved that intro cutscene!

You do an excellent job of making the little things faster! I know you already know what all you put in lol, but what I noticed -
  • Text speed to high by default
  • Option to skip initial cutscene
  • The 1, 2, and.... got shortened
  • Overworld speed seems to be run speed
(I don't mean this in the sense of "Oh I'm so glad I could get this over with quickly" of course lol, just that rewatching cutscenes, waiting for text to load, etc. is a lot of what bogs down gameplay, and you did a great job trimming it all! It seems like the kind of game that could easily appeal to speedrunners on that front!)

On a similar note, I felt like your timing with that pause feature in dialogue was perfect, just enough to feel the rhythm without feeling like it had stopped!

And the level of customization stats-wise was great! The level of detail you could get from a battle sim like Showdown, and nearly as fluid!

I loved that all the boxes had that same wallpaper, that was a nice touch lol

I don't want to go too heavy on the praise for the UI and animations because the credits make it seem like they're just resources and not your edits of them and I don't want to be like "Wow I love the resources someone else made that you didn't work on", but they all looked fantastic! Really fit nicely with the aesthetic of the game!
The pauses in the succubus dialogue felt a little slow compared to the other dialogues? Not sure if that was intentional.

It seemed a little strange to me to let the player have six Pokemon in their party when they could only bring three past the gate? I guess I can see how it'd be more useful for tinkering with more Pokemon at once, but since I kind of feel like restricting the player to three Pokemon for the entire game would make a little more sense, and it'd also make things a little faster by skipping the "select three Pokemon" part. (The only script I know for that is PartyPlus, though, and that hasn't been updated for v20...)

I think it'd be nice for the statue between rooms to tell the player what room they're on, so players could factor that in to their choice about what room to take.

The "Press enter to restart" on a loss screen doesn't quite seem to be working, or at least it seems to take a bit.

The move tutor didn't give level-up moves, which isn't a problem for a lot of strategies (especially considering how level-up moves tend to be garbage like Scratch and Growl), but I noticed that it meant I couldn't get Electro Ball on A-Raichu, which is my usual strategy lol. I don't know quite how popular level-up moves are for strategizing, but I imagine there'd be a couple signature moves people might want to use.

Another thing that was specific to my strategizing - the message about the terrain at the end of every turn got a bit annoying, probably more noticeable because of how things were streamlined everywhere else. I think if you just comment out the message part (the pbDisplay parts in Battle_EndOfRoundPhase), it'll still play the animation but not give the message.

I've never actually played the Battle Pike, so I was a little confused about what exactly the Aerodactyls were doing to my Pokemon for a bit. Maybe that could be included in Hell Girl's little "Shall I go over what needs to be done?" at the start?

Minor thing, but I think it'd be fun to snuff out the flame on the statues when the heal, based on that line about "I have no more heals to give".

I hadn't initially realized there were nature mints and abilities patches? I don't know if it was because of the pocket or if it was because I just didn't think big enough on how I could customize my Pokemon, haha.
There's a few errors related to battle animations -
  • Volt Switch makes the user permanently disappear, which is great for the switch out animation, but causes a problem when the player only has one Pokemon left and can't switch
  • Body Press makes the target disappear
  • Psychic Fangs did a rock-type animation for some reason
  • Meteor Beam leaves the target dark until the next animation

View attachment 12013
There's like, a little patch of light over here? And on the other side, too.
Oh yes you are! - Oh, yes you are!
What kind of danger I don't know - What kind of danger, I don't know
I don't do well with rejection either! - I don't do well with rejection, either!

Hihi!! Thank you so much for playing the game! <33 I’m so happy you had fun with it! And I’m so happy you noticed those little details too!

To be honest, some of your points are stuff I spent quite some time thinking about while making the game… just that I arrived at a different conclusion than you did >__<

*I did consider letting the statues between rooms state the number of rooms cleared, but decided not to include the function in the end because I wanted to be a little evil and let the players count on their own. (The Battle Pike doesn’t have that function too, as far as I can remember! Not that my game follows the Battle Pike strictly, but still…)

*The Aerodactyls were originally intended to have a line in the vein of “Ha, take that!” before their “attack”, but the execution felt rather unnatural to me during playtesting, and sort of disrupts the “flow” of the game, so I decided to exclude it. In response to that, I made Hell Girl’s follow-up line mention something about “harming Pokémon”, which is my hope that players will check on their team after the event.

*Speaking of “hoping that the player will check on things”, the nature mints and ability patches were placed in the bag rather than the main statue menu (like the move tutor and EV modifier) because I figured I could cut corners and use the pre-existing code for those aspects of Pokémon customization, rather than add another option on the already-long statue menu (it’s a jam game, I have an excuse to do that! >__<) I would assume that players would want to check every pocket of the bag to see what they can use (also, to get from the items pocket to the berries pocket, they have to scroll past the use items pocket, where the mints are stored).

*The succubus (and Lucifer’s!) dialogue are a tad slower because they’re deliberately timed to their battle music. I wanted their battles to begin the moment the intro stops and the main melody starts. Same concepts goes for the game over screen, the player can only press enter once the melody stops. I know it goes against everything that makes the game smoother to play, but… this is one of those (admittedly, too many) times where aesthetics and style are prioritized over gameplay, so apologies to the players for that! >< I figured that the player has the option to use the speed up button during those times, and the game over screen can essentially be skipped over with the F12 button, so it shouldn’t be too bad… right?

*The battle animations are courtesy of the Gen 8 Move Animation Project by StCooler et al, and I didn’t want to mess with them too much because 1) there are just too many of them and 2) I’m not proficient enough at the battle animation editor to be confident that I can edit them and actually solve those errors you mentioned. I feel that the battle animations are really, really well made for the most part and definitely make up for all the little kinks here and there, so it's alright to leave them as they are!

*That little patch of light in that screenshot you took under the “errors” section happens because of the fog on that map! I tried reducing it, but couldn’t figure out how to do so completely. Honestly, I’m still trying to figure out how fogs work in general, so please forgive me for that! (Incidentally, fogs are also the reason why I cannot extinguish the flames in the statues – there’ll be a gaping, bright hole where the flame won't be.)

*As for the move tutor, I realized that the error doesn’t lie on it not giving level-up moves, but rather, it’s because Raichu’s (and I assume, many other Pokémon’s) movepools are not updated/complete in the PBS. Thank you for pointing that out! I’ll try to rectify it in the next patch. (And I’m sorry you couldn’t execute your strategy; Surge Surfer + Electro Ball on Electric Terrain is so satisfying to use, especially when the opponent is paralyzed!)

Again, thanks so much for your comment and constructive critique! (And again, forgive me for some of my questionable dev decisions ehehe)
PS: I actually do have an idea of a water-themed game with mermaids and pirates lol... but at this point of time, it's merely an idea~~ ^^
 
*The Aerodactyls were originally intended to have a line in the vein of “Ha, take that!” before their “attack”, but the execution felt rather unnatural to me during playtesting, and sort of disrupts the “flow” of the game, so I decided to exclude it. In response to that, I made Hell Girl’s follow-up line mention something about “harming Pokémon”, which is my hope that players will check on their team after the event.
Ah, yeah, I did remember that line finally cluing me in! I wonder if there's some way to guarantee that Hell Girl mentions hurting her Pokemon the first time the player encounters an Aerodactyl? (Maybe a restricted pool of phrases until a global switch is triggered by an Aerodactyl encounter?)
*Speaking of “hoping that the player will check on things”, the nature mints and ability patches were placed in the bag rather than the main statue menu (like the move tutor and EV modifier) because I figured I could cut corners and use the pre-existing code for those aspects of Pokémon customization, rather than add another option on the already-long statue menu (it’s a jam game, I have an excuse to do that! >__<) I would assume that players would want to check every pocket of the bag to see what they can use (also, to get from the items pocket to the berries pocket, they have to scroll past the use items pocket, where the mints are stored).
Haha, I guess I just happened to have the exact wrong mindset looking through my bag - since the TMs were taught by the statue itself, and I've never used held berries, I just assumed everything was in the items pocket and didn't check the others!
*The succubus (and Lucifer’s!) dialogue are a tad slower because they’re deliberately timed to their battle music. I wanted their battles to begin the moment the intro stops and the main melody starts. Same concepts goes for the game over screen, the player can only press enter once the melody stops. I know it goes against everything that makes the game smoother to play, but… this is one of those (admittedly, too many) times where aesthetics and style are prioritized over gameplay, so apologies to the players for that! >< I figured that the player has the option to use the speed up button during those times, and the game over screen can essentially be skipped over with the F12 button, so it shouldn’t be too bad… right?
Oh, hearing you explain it makes perfect sense! I don't think slowing the dialogue negatively affects gameplay at all, I just noticed the different pace and wasn't sure if it was intentional or not. (I should have payed more attention to the musical cues, haha)

I think the only thing that made the Game Over screen stick out to me like that is that I thought I had hit enter, and was confused when it didn't seem to be working - maybe you could have "Press Enter to Restart" fade in at the end of the melody? That way, it's clear that it has to be pressed at a certain time, not just at any point on the screen.
*The battle animations are courtesy of the Gen 8 Move Animation Project by StCooler et al, and I didn’t want to mess with them too much because 1) there are just too many of them and 2) I’m not proficient enough at the battle animation editor to be confident that I can edit them and actually solve those errors you mentioned. I feel that the battle animations are really, really well made for the most part and definitely make up for all the little kinks here and there, so it's alright to leave them as they are!
Oh, absolutely! Cool animations with the occasional weird error are way more fun than the limited animations in the default kit! I just wasn't sure which animations were from the project and which might have been original, so I figured I'd mention them just in case!
*That little patch of light in that screenshot you took under the “errors” section happens because of the fog on that map! I tried reducing it, but couldn’t figure out how to do so completely. Honestly, I’m still trying to figure out how fogs work in general, so please forgive me for that! (Incidentally, fogs are also the reason why I cannot extinguish the flames in the statues – there’ll be a gaping, bright hole where the flame won't be.)
Honestly, I wouldn't have guessed you were still learning, everything else with the fogs seemed perfect! I thought that you had just missed a spot on the graphic!
*As for the move tutor, I realized that the error doesn’t lie on it not giving level-up moves, but rather, it’s because Raichu’s (and I assume, many other Pokémon’s) movepools are not updated/complete in the PBS. Thank you for pointing that out! I’ll try to rectify it in the next patch. (And I’m sorry you couldn’t execute your strategy; Surge Surfer + Electro Ball on Electric Terrain is so satisfying to use, especially when the opponent is paralyzed!)
Oh, I think I remember a similar issue happening one jam with TM compatibility - I hope it's just a matter of tracking down a complete list and not sifting through the whole file!

Aw, it's okay, Discharge and Volt Switch served me just fine! (Haha, I've never even considered combining paralysis with this strategy, which goes to show how little I actually deal with comp-level strategizing)
Again, thanks so much for your comment and constructive critique! (And again, forgive me for some of my questionable dev decisions ehehe)
Aw, no need to apologize, they're subjective decisions!
PS: I actually do have an idea of a water-themed game with mermaids and pirates lol... but at this point of time, it's merely an idea~~ ^^
Oooh! Well, I hope it can get its chance as a whole game some day!
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
The game has been updated to Version 1.2, with the following changes (thanks to TechSkylander for pointing them out!):
  • Updated Alolan form Pokémon's movesets to Gen 8
  • Added extra clarification dialogue to Aerodactyl rooms
  • Fixed some minor grammatical errors
This is probably the the final update. The game is completed, without any major bugs. (Please don't let me jinx myself!) Thank you for playing!
 
wahooo! It took a lot out of me but I finished the game!
I don't really have a lot to say about the game, it was just good fun with really really REALLY great energy. I loved Hell Girl, I loved all the cutscenes. I loved all the designs and other characters. Just great amazing flavour. I love how she blows up the skeletons. I'm actually a simp for her. She is great.

Feel cool seeing you go from your last game, Faries, a fun pink cutesy minigame focused game, to HELL GIRL, a game with badass music (I loved the music) with badass demon girls and a focus on challenging battles. And I'm here for it.

The battles were tough, and if I'm being honest, probably a bit tough for me because I really suck at this stuff and I'm too braindead to touch evs and nature, but I did actually manage to get through the game with enough persistence, and it felt good! Also worth noting that I fully understand that this game is meant to be challenging battles. It is essentially a re-done and spruced up version of one of the battle frontier areas, so I think in that context the difficulty is perfect.

Great work and a very clean game, I had a blast!
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
wahooo! It took a lot out of me but I finished the game!
I don't really have a lot to say about the game, it was just good fun with really really REALLY great energy. I loved Hell Girl, I loved all the cutscenes. I loved all the designs and other characters. Just great amazing flavour. I love how she blows up the skeletons. I'm actually a simp for her. She is great.

Feel cool seeing you go from your last game, Faries, a fun pink cutesy minigame focused game, to HELL GIRL, a game with badass music (I loved the music) with badass demon girls and a focus on challenging battles. And I'm here for it.

The battles were tough, and if I'm being honest, probably a bit tough for me because I really suck at this stuff and I'm too braindead to touch evs and nature, but I did actually manage to get through the game with enough persistence, and it felt good! Also worth noting that I fully understand that this game is meant to be challenging battles. It is essentially a re-done and spruced up version of one of the battle frontier areas, so I think in that context the difficulty is perfect.

Great work and a very clean game, I had a blast!

Hi Tomix! Thank you so much for playing the game and sharing your thoughts on it!! <33
I actually watched the VOD of your stream of the game! And... let's just say that when I made HELL GIRL, I didn't intend for it to be actually hell!! >__< I can sort of understand not wanting to mess around with EVs and Natures much, but - for the love of crap, ITEMS ARE A THING!!!! USE THEM!!!!! Have you any idea how many battles you could've won had your Pokémon come equipped with an Air Balloon or (especially!) a Focus Sash, or even a measly Sitrus Berry??? Did you know that Mega Salamence comes with the Ability, Aerialate, the Flying equivalent of Sylveon's Pixilate, meaning that you can give it a 100% Accuracy Normal-type move (like Return or say, Double Edge!!!) instead of the 70% Accuracy Hurricane and it'll work better??? Do you know how many times I screamed uselessly at the screen, hoping that your torture would stop; how helpless I felt when I saw you lose for the 56734583th time and I couldn't comment a single thing because it was a VOD and I don't have a Twitch account????? I thought I was kinda masochistic, but you took it to another level, essentially inventing a completely new difficulty mode: extreme!!! How does it feel, beating HELL GIRL on (let's be real, your self-inflicted) extreme difficulty? I have nothing but genuine respect, awe and admiration for you after watching those videos, and I'm not being sarcastic. You deserve a medal for this.

1661964121019.png


(Please please please don't take the above to heart, I understand that there are many ways to play a game - including yours! - and a player has the right and freedom to play it in a way that best suits him! But holy hell... your life could've been so, so much easier... T__T)

Yet, the fact that you still continued playing my game until the end despite the constant losses, the constant Hurricane misses, the fact that you're still so understanding and still had nothing but nice things to say about the game despite it not being your style battle-wise, the fact that you even took the time and effort to stream the game in the first place... you have no idea how much it all means to me. But most of all, I'm truly grateful for the love you showed towards my beloved girls - you're the first person to specifically point out that you liked the designs of Hell Girl and the waifus, and you look forward to meeting them at the end of each stage and aaaaaaaa I'm just so, so, so, so happy to hear that! (Half the reason why I made this game is so that I could sprite them, after all ^^) Once again, sincerely, thank you for playing!
 
Hi Tomix! Thank you so much for playing the game and sharing your thoughts on it!! <33
I actually watched the VOD of your stream of the game! And... let's just say that when I made HELL GIRL, I didn't intend for it to be actually hell!! >__< I can sort of understand not wanting to mess around with EVs and Natures much, but - for the love of crap, ITEMS ARE A THING!!!! USE THEM!!!!! Have you any idea how many battles you could've won had your Pokémon come equipped with an Air Balloon or (especially!) a Focus Sash, or even a measly Sitrus Berry??? Did you know that Mega Salamence comes with the Ability, Aerialate, the Flying equivalent of Sylveon's Pixilate, meaning that you can give it a 100% Accuracy Normal-type move (like Return or say, Double Edge!!!) instead of the 70% Accuracy Hurricane and it'll work better??? Do you know how many times I screamed uselessly at the screen, hoping that your torture would stop; how helpless I felt when I saw you lose for the 56734583th time and I couldn't comment a single thing because it was a VOD and I don't have a Twitch account????? I thought I was kinda masochistic, but you took it to another level, essentially inventing a completely new difficulty mode: extreme!!! How does it feel, beating HELL GIRL on (let's be real, your self-inflicted) extreme difficulty? I have nothing but genuine respect, awe and admiration for you after watching those videos, and I'm not being sarcastic. You deserve a medal for this.

View attachment 12288

(Please please please don't take the above to heart, I understand that there are many ways to play a game - including yours! - and a player has the right and freedom to play it in a way that best suits him! But holy hell... your life could've been so, so much easier... T__T)

Yet, the fact that you still continued playing my game until the end despite the constant losses, the constant Hurricane misses, the fact that you're still so understanding and still had nothing but nice things to say about the game despite it not being your style battle-wise, the fact that you even took the time and effort to stream the game in the first place... you have no idea how much it all means to me. But most of all, I'm truly grateful for the love you showed towards my beloved girls - you're the first person to specifically point out that you liked the designs of Hell Girl and the waifus, and you look forward to meeting them at the end of each stage and aaaaaaaa I'm just so, so, so, so happy to hear that! (Half the reason why I made this game is so that I could sprite them, after all ^^) Once again, sincerely, thank you for playing!

Oh my god that is the best roast I have ever seen 😂 that was amazing.
But I seriously just wanted to thank you for that picture, I really really like it. Thank you! <3
 

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
162
I jinxed myself. The game has been updated to Version 1.3, with the following changes (thanks to Tomix9tomix for pointing it out!):
  • Fixed sleep counter defaulting to 0 after a status room (Sleep count now varies from 1-3 turns)
In addition, there exists a bug where a Pokémon locked into a move with 0PP does not attack/skip its turn instead of using Struggle (thanks to Ranko for pointing it out!) Because it is an Essentials-related bug and not exactly game-breaking, I've decided to leave it as it is.
 
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lichen

i make sprites , i think
Member
Joined
Sep 9, 2020
Posts
107
Late 2 tha jam feedback party but I finally finished it last night, so here are my thoughts:
PROS:
-Fun as hell.
-Sprites are beautiful. Anything with overworld animations in gen 3 style automatically wins my heart forever plus one.
-Characters/lore/etc are fucking awesome and really fresh. I love hellgirl's dialogue so much
-Difficulty is reallllly good on the bosses.
-Soundtrack is really nice, if a bit repetitive sometimes.

CONS:
-The game over screen drags on and on and on, only to go back to the title screen rather than your save. Those two things in combination make it super annoying, it's basically faster to alt+f4 and relaunch it, which is really not enjoyable.
-Kabutops trainers are frustratingly inconsistent sometimes. I think limiting/tweaking the pokemon pools of these guys a little more would be ideal, both in general and in regards to singles/doubles. Alcremie probably shouldn't be something I see as my opponent's third pokemon in singles.
-Kinda wish it got a little harder as it progressed, as far as I could tell all the stages were drawing from the same pool of rooms/trainers/etc.

Another random nitpick thought I had -- you should totally add Hisuian forms! They did all canonically die out, lol.
Overall I really enjoyed it, gooooood shit!!
 
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