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Released Pokémon of the Elements

This project has a release available. The full version is still a work in progress.
Project Status
Demo
Project Version
0.1.2

Made for the 8th Relic Castle Game Jam.
Made in RPG Maker XP using Pokémon Essentials GSC v1.3 (Essentials v18.1).

PotE_Screenshot_Title.png


StartChespin.png
StartOshawott.png
StartFennekin.png
StartSpheal.png


StartPichu.png
StartHattena.png
StartImpidimp.png
StartEevee.png


StartZigzagoon.png



Today is the day you finally become a knight of the Kingdom of Altai, just like your father. You've been training for this for years, and now, that goal is within arm's reach.

Unbeknownst to you, this would soon push you into a far greater journey with far greater stakes than you could have ever imagined.

Developer: Cuprite
Screenshots:
PotE_Screenshot_1.png
PotE_Screenshot_2A.png
PotE_Screenshot_2B.png
PotE_Screenshot_3.png
PotE_Screenshot_4.png
PotE_Screenshot_5.png
PotE_Screenshot_6.png
PotE_Screenshot_7.png
PotE_Screenshot_8.png
PotE_Screenshot_9.png
PotE_Screenshot_10.png
PotE_Screenshot_11.png
PotE_Screenshot_12.png

Credits:

-------
Credits:
-------
GRAPHICS:
CUPRITE
RPG Maker MV
DRAGON WARRIOR I + II
FINAL FANTASY ADVENTURE
TLoZ: LINK'S AWAKENING
TLoZ: ORACLE OF SEASONS
TLoZ: ORACLE OF AGES
TLoZ: A LINK TO THE PAST
POKéMON RBY
POKéMON GSC
POKéMON RSE
SHAWN
DRSHNAPS
BRUCE JUICE
DAMIAN GASINSKI aka GASSASIN
WAXPOETIC
BEAM YOSHO
MISTERMIKE
RED MAGE MOOGLE
THE IT
CHARBOMBER
DAVIAS
CLOUDYDAYJOY
SAGEDEOXYS
DRAGOON
REDBLUEYELLOW
ANOE (GUILLE & KEZAL)
DASANI
KINGOFTHE-X-ROADS
LEPARAGON
MRDOLLSTEAK
Z-NOGYROP

MUSIC/SOUNDS:
RPG Maker MV
DRAGON WARRIOR I + II
FINAL FANTASY ADVENTURE
TLoZ: LINK'S AWAKENING
TLoZ: ORACLE OF SEASONS
TLoZ: ORACLE OF AGES
POKéMON RBY
POKéMON GSC
POKéMON FRLG
YOUFULCA/WINGLESSSERAPH
JOEL FRANCIS BURFORD
BELLBLITZKING
FRELON-K
SOUNDSBYDANE
IVY
SUPERFLOMM

EXTRA SCRIPTS:
HERETIC
GOLISOPOD USER
LUKA SJ


POKéMON ESSENTIALS
GSC VERSION
STAFF


CREATED BY:
XAVERIUX


CONTRIBUTORS:
CARUBAN
BOONZEET
VENDILY
AWFULLYWAFFLEY
TECHSKYLANDER1518
JAMES DAVY
BO4P5687
INOKI

POKéMON ESSENTIALS:
FLAMEGURU
POCCIL (PETER O.)
MARUNO

CONTRIBUTIONS:
AVATARMONKEYKIRBY
MARIN
BOUSHY
MIDAS MIKE
BROTHER1440
NEAR FANTASTICA
FL.
PINKMAN
GENZAI KAWAKAMI
POPPER
HELP-14
RATAIME
ICEGOD64
SOUNDSPAWN
JACOB O. WOBBROCK
THE END
KITSUNEKOUTA
VENOM12
LISA ANTHONY
WACHUNGA
LUKA S.J.
And everyone else
who helped out!


RPG Maker XP:
ENTERBRAIN

Changelog:
Note: Entries in red have since been removed from the list of downloads. This will likely only happen with redundant bug-fixes.

- v0.1:
  • Original release, entry for the 8th Relic Castle Game Jam (Bugs and all).
- v0.1.1:
  • Fixes a few bugs, notably a game crash and an infinite money glitch.
  • Adds a bit of extra text to inform the player of certain features, notably the overworld/dungeon minimap and searching pots/barrels.
  • Updated the in-game credits to show the specific names of games assets are taken from.
- v0.1.2:
  • Fixed the one set of stairs in the Tower of Flames that you couldn't backtrack through. Forgot that in v0.1.1.
  • Related to that set of stairs, you can now push the block next to it either left or right, not just right like before.

Game and Resource Pack Download:
This link contains all valid versions of the game as well as the resource pack.

Original Jam Notes:
This demo build is around 40m - 1h long with 3 dungeons total (One being optional). There's also no Pokédex (At least, not in this demo. I may add some sort of bestiary in future versions).
I also decided to incorporate the optional theme of "Simplicity" by using the classic GB black-and-white look, simplifying the type system, and using the classic "Crystals of the Elements" plotline (Tho, they're not crystals, but that's just semantics).
Any and all feedback is heavily appreciated, especially in regards to the writing, which I'm not 100% satisfied with quite yet.

Also, when choosing a starter, keep in mind that I adjusted the ones that weren't already starters to fit into the starter stages both in stats and the levels they evolve, except for Eevee.

One more thing: I totally forgot to explain in-game in the original v0.1, but pressing the "M" key in the overworld or the dungeon at the end of the demo will display a minimap. It was supposed to tell you that after leaving the main city for the first time. That'll be added in future versions. Apologies for that.

NOTE: The in-game credits are slightly outdated in the original v0.1, but it's only missing the names of the specific games certain assets came from. All individuals are properly credited in-game, but the credits listed on this page mention specific other games.

EDIT: Added a pre-zipped file into the download link to make it easier to download.

EDIT 2: DO NOT use the Potion in the storage. It will crash the game. Just sell it or leave it alone. It was meant to be replaced with an Energy Dust, but I forgot to change it. This only applies to the original v0.1, however. This is fixed in v0.1.1 and beyond.

Thank you for even checking out this thread. It means a lot! Check out the other RCGJ8 entries too while you're at it! :D
 

Attachments

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Last edited:

Nandthesword

Cooltrainer
Member
Joined
Jan 4, 2022
Posts
115
AAAAA I just finished this and I'm actually blown away

I am absolutely shocked that you managed to make a Zelda-like Pokemon game with a cool overworld, great puzzles, and a really polished story!

This game exceeded my expectations by A LOT! This was an awesome demo and I'd definitely come back to play through and go through more of the elemental towers! Great job on making a really unique and fun game!
 

Cuprite (Kyu)

Novice
Member
Joined
Jul 22, 2020
Posts
36
AAAAA I just finished this and I'm actually blown away

I am absolutely shocked that you managed to make a Zelda-like Pokemon game with a cool overworld, great puzzles, and a really polished story!

This game exceeded my expectations by A LOT! This was an awesome demo and I'd definitely come back to play through and go through more of the elemental towers! Great job on making a really unique and fun game!
Thank you so much! It means a lot, really. I'm glad you enjoyed it so much. It's definitely encouraging, to say the least. Lol. ^-^
 
aaaaa so I played this game on stream and I loved it so much, probably my favourite of the jam so far.
Some thoughts:
I wish I could articulate my thoughts betters so I could explain to you how cool this project of yours is, but I'll just try my best.

I think you aced the simplicity theme, taking it back to old JRPG vibes, simplifying the type triangles all really cool ways to roll with the theme. Loved it. I like Dragon Quest, I love Zelda (I even went with the Link name for my character) and so this game hit a lot of the right spots for me.

The everchanging dungeon near the start of the game is a really cool feature, feels very mystery dungeon-esque, and the dopamine from opening that big chest at the end is god-like aaaa.

The story beats all felt quite good and well written, the reveal of moltres felt epic, coming back to the burning village was a big moment. It is such a typical JRPG trope but it still hits so strong and it being such a JRPG thing just further reinforces the good vibes that I love from this game. AND THE BLACK KNIGHT WAS SO COOL!!! THE WAY IT SWINGS ITS HALBERD AAAAAA

My favourite thing about this game probably has to be the dungeon, I loved the puzzles, it felt like a proper zelda dungeon. I was having such a blast. And at one point in the side-scroller section I found a hidden fake wall!!! That blew my mind. You really knocked the dungeon out of the park. Great stuff

And just a quick note because I feel like I have to acknowledge it, music choices were perfect.

I really hope you continue to work on this project, I really really really adore it, and I'm liking where the story is going. I get the feeling that the kings aren't as nice as they may seem, and might even be using our witch friend to gain more power. I also have a crazy theory that the black knight is your dad, but I think that is just a game theory.

Seriously, keep up the good work, loved this game to bits.
 

Cuprite (Kyu)

Novice
Member
Joined
Jul 22, 2020
Posts
36
aaaaa so I played this game on stream and I loved it so much, probably my favourite of the jam so far.
Some thoughts:
I wish I could articulate my thoughts betters so I could explain to you how cool this project of yours is, but I'll just try my best.

I think you aced the simplicity theme, taking it back to old JRPG vibes, simplifying the type triangles all really cool ways to roll with the theme. Loved it. I like Dragon Quest, I love Zelda (I even went with the Link name for my character) and so this game hit a lot of the right spots for me.

The everchanging dungeon near the start of the game is a really cool feature, feels very mystery dungeon-esque, and the dopamine from opening that big chest at the end is god-like aaaa.

The story beats all felt quite good and well written, the reveal of moltres felt epic, coming back to the burning village was a big moment. It is such a typical JRPG trope but it still hits so strong and it being such a JRPG thing just further reinforces the good vibes that I love from this game. AND THE BLACK KNIGHT WAS SO COOL!!! THE WAY IT SWINGS ITS HALBERD AAAAAA

My favourite thing about this game probably has to be the dungeon, I loved the puzzles, it felt like a proper zelda dungeon. I was having such a blast. And at one point in the side-scroller section I found a hidden fake wall!!! That blew my mind. You really knocked the dungeon out of the park. Great stuff

And just a quick note because I feel like I have to acknowledge it, music choices were perfect.

I really hope you continue to work on this project, I really really really adore it, and I'm liking where the story is going. I get the feeling that the kings aren't as nice as they may seem, and might even be using our witch friend to gain more power. I also have a crazy theory that the black knight is your dad, but I think that is just a game theory.

Seriously, keep up the good work, loved this game to bits.
Thank you so much! It means a lot, really. Wish I could have been there, but I was asleep when you played it. Lol.
Honestly, the Evershift Cave was a last minute addition, just cause I wanted the player to have one last side thing they can do if they want.

Embridge burning was one of those images that popped into my head really early into development and I just knew I had to do it, especially since it would be right at the end of the demo. And yeah, I was really satisfied with that animation of the Black Knight. ^-^

I'm glad someone found that hidden wall. I was wondering if someone would or if the majority would just climb right on past it. Lol.

Glad to hear the music was all good. It was a big mix of music from other games, some royalty-free tracks, and some music I had bought for another project long before this game jam (Also royalty-free, of course). Btw, the title theme is one of those free royalty-free tracks, done by YouFulca. They make such great music.

Considering this is the first project I've actually put out for the public and that people seem to like it, I'm totally working on this further! It's really encouraging seeing people have fun with your game, y'know. ^-^

Also, I ain't confirming any theories or anything, but the fact that you are coming up with 'em gives me a bit more confidence in the writing. Still not perfect, but maybe not as bad as I initially thought. :)
 
Last edited:

Armin

☆★★☆
Member
Joined
Oct 9, 2020
Posts
161
Hi! I played your game, here are some thoughts about it!

I had a really enjoyable time! I’ve never played a Zelda game (which, I assume this game is inspired by) and I don’t know what the “Crystals of the Elements” are, so the setting and revamped type chart felt very new and refreshing to me. My favorite parts were hands down, the final dungeon and the bandits sidequest! The puzzles in the former are so cool and original for a Pokémon game, not to mention, well-designed. The latter is just pure fun, and I love the sprinkles of lore in it. (possibly foreshadowing to something? ^^)

The final scene with the Black Knight in the burning house was just pure awesomeness. And it fits so well with the current elemental theme of fire too! ^^

Something that stood out to me about the writing was the fact that the game is set in a medieval fantasy world, yet everyone’s speaking in modern slang, using words like “dude” and “cool” (as opposed to “verily” and “well met” lol). I actually really, really like it; there’s something about mixing traditional medieval settings with modernity that just appeals to my tastes, plus, it gives the game a unique identity. I wonder whether this is intentional on your part, whether this has anything to do with the bandits’ comments that “things are not always like this”, or whether I’m reading too much into things? In any case, this is an aspect I personally wish will remain in later iterations of the game, but I do understand if you decide to make the dialogue sound more authentic to the supposed time period.

In any case, thank you so much for making this fun little game! I love how the demo ends with all those burning questions and plot points just waiting to be elaborated on. I can’t wait to see where the story is heading next!
 

Cuprite (Kyu)

Novice
Member
Joined
Jul 22, 2020
Posts
36
Hi! I played your game, here are some thoughts about it!

I had a really enjoyable time! I’ve never played a Zelda game (which, I assume this game is inspired by) and I don’t know what the “Crystals of the Elements” are, so the setting and revamped type chart felt very new and refreshing to me. My favorite parts were hands down, the final dungeon and the bandits sidequest! The puzzles in the former are so cool and original for a Pokémon game, not to mention, well-designed. The latter is just pure fun, and I love the sprinkles of lore in it. (possibly foreshadowing to something? ^^)

The final scene with the Black Knight in the burning house was just pure awesomeness. And it fits so well with the current elemental theme of fire too! ^^

Something that stood out to me about the writing was the fact that the game is set in a medieval fantasy world, yet everyone’s speaking in modern slang, using words like “dude” and “cool” (as opposed to “verily” and “well met” lol). I actually really, really like it; there’s something about mixing traditional medieval settings with modernity that just appeals to my tastes, plus, it gives the game a unique identity. I wonder whether this is intentional on your part, whether this has anything to do with the bandits’ comments that “things are not always like this”, or whether I’m reading too much into things? In any case, this is an aspect I personally wish will remain in later iterations of the game, but I do understand if you decide to make the dialogue sound more authentic to the supposed time period.

In any case, thank you so much for making this fun little game! I love how the demo ends with all those burning questions and plot points just waiting to be elaborated on. I can’t wait to see where the story is heading next!
Thank you! I'm glad to hear you enjoyed it. :D
This game was inspired by a lot of thing, but the most influential were Zelda, Dragon Quest, and Final Fantasy. The whole "Crystals of the Elements" thing is basically just a JRPG trope most notably seen in early Final Fantasy's and Bravely Default, but it felt perfect for this.

Also, yeah, I kinda didn't think about using medieval-speak, I just wrote it in a way I could understand. Lol. I probably won't change it, so no need to worry, but ye, outside of maybe having a character that talks like that (Unconfirmed, just an idea), the speech will likely be like it was in this demo.

It makes me really happy seeing people get invested in this world I made in the span of a month. I mean, same can be said for everyone else's entries, but I'm just proud of myself for finally getting one of these out to the public. ^-^
 
This game is one of my favourites in this jam! I'm not usually a big fan of gen 1 or 2 styles, but this game was really impressive.
  • The game has so much charm. There's a lot of fun dialogue, and the music and sprite work were cute too. You really nailed the zelda/gameboy style!
  • It was fun exploring the dungeons and completing the puzzles. I loved finding chests, hopping across the lava, and unlocking doors...plus the side-scrolling parts?? It was so good.
  • I liked the simplified type system too!
  • The story was also written well. I absolutely loved the part when the player disguised themself as a wooloo!! The ending was super intriguing too, and I can't wait to see where it goes next ahh!
Overall, this was a very enjoyable game filled with lots of charm. Well done, and congrats on the judge spotlight! 🙂
 

Cuprite (Kyu)

Novice
Member
Joined
Jul 22, 2020
Posts
36
This game is one of my favourites in this jam! I'm not usually a big fan of gen 1 or 2 styles, but this game was really impressive.
  • The game has so much charm. There's a lot of fun dialogue, and the music and sprite work were cute too. You really nailed the zelda/gameboy style!
  • It was fun exploring the dungeons and completing the puzzles. I loved finding chests, hopping across the lava, and unlocking doors...plus the side-scrolling parts?? It was so good.
  • I liked the simplified type system too!
  • The story was also written well. I absolutely loved the part when the player disguised themself as a wooloo!! The ending was super intriguing too, and I can't wait to see where it goes next ahh!
Overall, this was a very enjoyable game filled with lots of charm. Well done, and congrats on the judge spotlight! 🙂
Didn't notice this until just now. Lol.
Thank you so much! I wasn't expecting this to make the judge spotlight (Honestly, I was just proud to have gotten something out), so seeing it there was really exciting. Definitely a sign to keep going with it. :)
 

Cuprite (Kyu)

Novice
Member
Joined
Jul 22, 2020
Posts
36
Minor update: For anyone looking for the game download or the resource pack, they're both at the bottom of the original message of the thread. I didn't realize the original download link was being deleted after the jam, so I decided to just condense the two links into one for convenience (Also cause the Resource Pack link was already redundant but I just had a separate one to comply with the jam rules. I'm ok with changing it back if need be tho).
 
I was sad to see the demo was a little shorter than I was expecting, but I'm excited to see this continue, it's off to a very strong start!
1672139705293.png
The download process is literally the most basic part of playing but I wanted to comment on this anyways - I was gonna say "Oh I wish it wasn't all one folder to download with the resource pack included" before seeing that everything was still divided up in its own folder and all downloadable from the same link! That's super clean, I'm gonna have to remember that for any future uploads myself!

This game has a really strong identity in pretty much every aspect - the title logo, the artstyle, the music, the UI changes, the little emotes and movement with dialogue, it's all really great! I was surprised to read that the slang wasn't intentional, haha, I thought it was a good way to make it more of its own world!

I liked the attention to detail with updating the trainer card and save UI to list Orbs instead! Little details like that are usually skipped over in jam games, although of course it makes sense to pay more attention to these things for a full-scale thing. I also thought the icons for the bag pockets were a great addition!

I was expecting to find myself annoyed at the lack of running shoes, but all the maps are really nice and compact, I never felt like walking between locations was a slog! (Even before I remember the GSC kit has the built-in speed up, haha)

The way you adapted standard Pokemon mechanics just a little bit to have more gameplay variety was really effective! The sidescrolling segments were super impressive! And the transition to the Black Knight battle is so smooth, I didn't even realize it had started like a trainer battle but didn't involve Black Knight sending anyone out until I tried a couple more times, haha. And I especially loved how the overworld Pokemon would react to the outcome of a battle!

I think you did a great job translating the standard types into a simplified element system, having just a few matchups to remember really takes the edge off having to learn a whole new set! (I still had a hard time marking certain monotypes as neutral, especially Poison-types, but I imagine that'd get easier as the game progressed, haha) I feel like Neutral, Light, and Dark kind offer the player the ability to opt out of the new system, too, which helps make it even more accessible!

That minimap is really impressive, I get the feeling that something like that has to involve a lot of work!

I'm really enjoying the plot that's been set up so far - collect-a-thons with elemental trinkets always have a certain charm to me, and I like the little subtle critique of the rules with raising Pokemon that the bandit sidequest has started!
I'm sure a lot of this is just due to time constraints, but I'm gonna put it all down so I don't have to try to sort it out lol

The starter selection being just a list of choices is a little bland, but that's definitely one I know can be attributed to time constraints.

There's no default value for naming Zigzagoon, so you can't just hit enter like you could normally when nicknaming a Pokemon. (I'm assuming it's because it's set up as an enter text script rather than the usual nicknaming - I think you could do pbNickname(pokemon) to do it the normal way?)

I thought it was a little strange that there wasn't any means of tracking how many golden coins the player picked up? Since they weren't an item or money. I figured it was going to be for a collecting quest down the line, but I imagine players will want a way to keep track of how many they have before the goal. (Although I guess whatever event is actually used for the quest could also tell the player then)

Is the Inn supposed to be the only source of health for the player and their Pokemon? Because you can still heal Pokemon by placing them in storage, too, wasn't sure if that was an intended workaround.

I wish the player HP system was explained a little more - it's hinted at in the hideout cutscene, and the obstacles in the tower make it pretty clear how you can be damaged and what the consequences are, but there's nothing that tells the player how to recover HP. I thought I remembered the Inn recovering it when the player is first required to stay there, but I just tried it again and didn't recover any hearts...?

I feel like Enora should be visibly following the player - since she's not participating in battles or in the flavor text dialogue, it almost feels like she's not even there until she reappears for a cutscene. (I had actually thought I was supposed to meet her somewhere after waking up in the inn) Having her around would be a nice way to keep useful tutorials like the elements near the player, too, so they don't have to trek back to the hideout for a refresher.

Some of the flavor text kind of treats the player like a silent protagonist. ("What do you mean I'm inside?") Not a big deal, just sorta noticeable when the player has a lot more of a speaking role compared to standard Pokemon protags.

Sawk and Throh seem to have a really low catch rate for being the second Pokemon you encounter? Might've just been me getting unlucky, but looking on Bulbapedia, their normal catch rate is pretty low, it's the amount usually reserved for rarer categories of Pokemon like pseudos, starters, or final-stage evos. (But also plenty of single-stage mons, so... maybe I'm just bitter lol)
The player's hearts still display over the screen flash during transitions, and during the burning village cutscene
1672140346433.png
1672137859000.png


1672133868881.png
1672133892630.png

These NPCs don't do anything when interacting with them.

Zubat is missing a minisprite, so catching it will result in the game crashing if the game needs to display it at any point, like in the player's party or PC. (Glancing through the Icons folder, it seems there's several other species missing minisprites - I think the current GSC kit has them for every species? Not positive, though)

If the player loses their health in the Tower of Flames, they still won't have the ability to save when they're revived in the inn.

When the player receives Lotad, it still says it was "Stored in Someone's PC".

1672138086402.png

The Black Knight's sprite is cut off at the top. (It also overlays a bit with the names, but that's kind of just a limit of the kit/of doing battle sizes in GSC style)

I'm not quite sure if this counts as an error or just an oversight, but it's actually possible to beat the Black Knight through burn/poison damage. (Mostly with getting free turns when he uses Swords Dance/trying to get more free turns by lowering his accuracy) It might have been intentional, but the dialogue seemed to be same as if I'd lost. The experience was actually pretty balanced, though - it bumped my Pokemon up to the early 20s, which would definitely be noticeable for a while, but I imagine would fall in line pretty quickly, especially with the depleted exp from fighting any other low-level mons. So it might be worth keeping as a little bonus, and just including dialogue where the Black Knight takes the orb regardless, haha.

Admittedly, I refused to actually let myself lose the first time and just soft reset until I beat him and then saved immediately afterwards, so it's possible this is the intended route and you'd just white out normally and I just never saw it, so disregard this if that's the case lol.

  • So, take your pick SIR \PN - take your pick, SIR \PN
  • Same man! - Same, man!
  • I'll leave you be then. - you be, then
  • Welcome back SIR \PN - Welcome back, SIR \PN
  • Hello fellow KNIGHT - Hello, fellow
  • I know some of these guys after all. - guys, after all
  • sorry about that man - about that, man
  • why we're here, don't you \PN?
  • waiting for man? - waiting for, man?
  • Well you're certainly - Well, you're certainly
  • are strong creatures after all - creatures, after all
  • (Zigzagoon) in our battle too if you want - our battle, too, if you want
  • You've definitly got - definitely
  • Ah, welcome back \PN and ENORA - Ah, welcome back, \PN and ENORA
  • too special about it though - about it, though
  • Ah, hello SIR \PN - Ah, hello, SIR \PN
  • about that POOCHYENA though... - POOCHYENA, though...
  • Yes Boss! - Yes, Boss!
  • Well that's an easy question - Well, that's
  • Er, yes Boss - Er, yes, Boss
  • escape you brat! - escape, you brat!
  • Come on ENORA, - Come on, ENORA
  • why it attacked though - attacked, though
  • Good luck you two! - Good luck, you two!
 

Cuprite (Kyu)

Novice
Member
Joined
Jul 22, 2020
Posts
36
I was sad to see the demo was a little shorter than I was expecting, but I'm excited to see this continue, it's off to a very strong start!
The download process is literally the most basic part of playing but I wanted to comment on this anyways - I was gonna say "Oh I wish it wasn't all one folder to download with the resource pack included" before seeing that everything was still divided up in its own folder and all downloadable from the same link! That's super clean, I'm gonna have to remember that for any future uploads myself!

This game has a really strong identity in pretty much every aspect - the title logo, the artstyle, the music, the UI changes, the little emotes and movement with dialogue, it's all really great! I was surprised to read that the slang wasn't intentional, haha, I thought it was a good way to make it more of its own world!

I liked the attention to detail with updating the trainer card and save UI to list Orbs instead! Little details like that are usually skipped over in jam games, although of course it makes sense to pay more attention to these things for a full-scale thing. I also thought the icons for the bag pockets were a great addition!

I was expecting to find myself annoyed at the lack of running shoes, but all the maps are really nice and compact, I never felt like walking between locations was a slog! (Even before I remember the GSC kit has the built-in speed up, haha)

The way you adapted standard Pokemon mechanics just a little bit to have more gameplay variety was really effective! The sidescrolling segments were super impressive! And the transition to the Black Knight battle is so smooth, I didn't even realize it had started like a trainer battle but didn't involve Black Knight sending anyone out until I tried a couple more times, haha. And I especially loved how the overworld Pokemon would react to the outcome of a battle!

I think you did a great job translating the standard types into a simplified element system, having just a few matchups to remember really takes the edge off having to learn a whole new set! (I still had a hard time marking certain monotypes as neutral, especially Poison-types, but I imagine that'd get easier as the game progressed, haha) I feel like Neutral, Light, and Dark kind offer the player the ability to opt out of the new system, too, which helps make it even more accessible!

That minimap is really impressive, I get the feeling that something like that has to involve a lot of work!

I'm really enjoying the plot that's been set up so far - collect-a-thons with elemental trinkets always have a certain charm to me, and I like the little subtle critique of the rules with raising Pokemon that the bandit sidequest has started!
I'm sure a lot of this is just due to time constraints, but I'm gonna put it all down so I don't have to try to sort it out lol

The starter selection being just a list of choices is a little bland, but that's definitely one I know can be attributed to time constraints.

There's no default value for naming Zigzagoon, so you can't just hit enter like you could normally when nicknaming a Pokemon. (I'm assuming it's because it's set up as an enter text script rather than the usual nicknaming - I think you could do pbNickname(pokemon) to do it the normal way?)

I thought it was a little strange that there wasn't any means of tracking how many golden coins the player picked up? Since they weren't an item or money. I figured it was going to be for a collecting quest down the line, but I imagine players will want a way to keep track of how many they have before the goal. (Although I guess whatever event is actually used for the quest could also tell the player then)

Is the Inn supposed to be the only source of health for the player and their Pokemon? Because you can still heal Pokemon by placing them in storage, too, wasn't sure if that was an intended workaround.

I wish the player HP system was explained a little more - it's hinted at in the hideout cutscene, and the obstacles in the tower make it pretty clear how you can be damaged and what the consequences are, but there's nothing that tells the player how to recover HP. I thought I remembered the Inn recovering it when the player is first required to stay there, but I just tried it again and didn't recover any hearts...?

I feel like Enora should be visibly following the player - since she's not participating in battles or in the flavor text dialogue, it almost feels like she's not even there until she reappears for a cutscene. (I had actually thought I was supposed to meet her somewhere after waking up in the inn) Having her around would be a nice way to keep useful tutorials like the elements near the player, too, so they don't have to trek back to the hideout for a refresher.

Some of the flavor text kind of treats the player like a silent protagonist. ("What do you mean I'm inside?") Not a big deal, just sorta noticeable when the player has a lot more of a speaking role compared to standard Pokemon protags.

Sawk and Throh seem to have a really low catch rate for being the second Pokemon you encounter? Might've just been me getting unlucky, but looking on Bulbapedia, their normal catch rate is pretty low, it's the amount usually reserved for rarer categories of Pokemon like pseudos, starters, or final-stage evos. (But also plenty of single-stage mons, so... maybe I'm just bitter lol)
The player's hearts still display over the screen flash during transitions, and during the burning village cutscene
View attachment 14620View attachment 14616

View attachment 14613View attachment 14614
These NPCs don't do anything when interacting with them.

Zubat is missing a minisprite, so catching it will result in the game crashing if the game needs to display it at any point, like in the player's party or PC. (Glancing through the Icons folder, it seems there's several other species missing minisprites - I think the current GSC kit has them for every species? Not positive, though)

If the player loses their health in the Tower of Flames, they still won't have the ability to save when they're revived in the inn.

When the player receives Lotad, it still says it was "Stored in Someone's PC".

View attachment 14618
The Black Knight's sprite is cut off at the top. (It also overlays a bit with the names, but that's kind of just a limit of the kit/of doing battle sizes in GSC style)

I'm not quite sure if this counts as an error or just an oversight, but it's actually possible to beat the Black Knight through burn/poison damage. (Mostly with getting free turns when he uses Swords Dance/trying to get more free turns by lowering his accuracy) It might have been intentional, but the dialogue seemed to be same as if I'd lost. The experience was actually pretty balanced, though - it bumped my Pokemon up to the early 20s, which would definitely be noticeable for a while, but I imagine would fall in line pretty quickly, especially with the depleted exp from fighting any other low-level mons. So it might be worth keeping as a little bonus, and just including dialogue where the Black Knight takes the orb regardless, haha.

Admittedly, I refused to actually let myself lose the first time and just soft reset until I beat him and then saved immediately afterwards, so it's possible this is the intended route and you'd just white out normally and I just never saw it, so disregard this if that's the case lol.

  • So, take your pick SIR \PN - take your pick, SIR \PN
  • Same man! - Same, man!
  • I'll leave you be then. - you be, then
  • Welcome back SIR \PN - Welcome back, SIR \PN
  • Hello fellow KNIGHT - Hello, fellow
  • I know some of these guys after all. - guys, after all
  • sorry about that man - about that, man
  • why we're here, don't you \PN?
  • waiting for man? - waiting for, man?
  • Well you're certainly - Well, you're certainly
  • are strong creatures after all - creatures, after all
  • (Zigzagoon) in our battle too if you want - our battle, too, if you want
  • You've definitly got - definitely
  • Ah, welcome back \PN and ENORA - Ah, welcome back, \PN and ENORA
  • too special about it though - about it, though
  • Ah, hello SIR \PN - Ah, hello, SIR \PN
  • about that POOCHYENA though... - POOCHYENA, though...
  • Yes Boss! - Yes, Boss!
  • Well that's an easy question - Well, that's
  • Er, yes Boss - Er, yes, Boss
  • escape you brat! - escape, you brat!
  • Come on ENORA, - Come on, ENORA
  • why it attacked though - attacked, though
  • Good luck you two! - Good luck, you two!
Oh boy, this is a lot to respond to. Glad y'all have so much to say, it helps a lot. Lol.
Honestly, I wasn't thinking too much about the specifics of the download process. It wasn't even zipped initially. Lol.
Glad you were happy with that tho!

I'm glad to hear the identity is strong here. I was hoping it would be, especially since the only other fangame I've seen similar to this is Pokémon Dark Energy. A lot of the music is from other games (Notably the GBC Dragon Quests/Zeldas and Final Fantasy Adventure), but there are a good few royalty free tracks in there as well. Youfulca's and Joel Francis Burford's work is really good. :)
Also, yeah, I'm really proud of the title screen, even if I kinda just remade Emerald's Japanese logo.

Ye, I always feel like I have to mess with all the little details, cause even if most players won't notice them, I will. Lol.

Honestly, I might end up removing the built-in speed up since a lot of the dungeon obstacles will probably end up being timing-based like the spike room in the Tower of Flames, and I think it would just get in the way (And I don't think I can forcefully disable it in certain areas). Especially because of that, I'm glad traversal isn't a slog.

The sidescrolling segments took a lot of inspiration from Link's Awakening and Pokémon Prism, and I think part of the reason the transition to the Black Knight fight is so smooth is cause I made his "cry" the same sound effect that would play for the start of trainer fights. And yeah, with the overworld mons' reactions, it's the same thing as with the trainer card. I like adding those details. Honestly, they're just fun to put in. :)

Glad the element system is as simple as I'd intended. After all, it was the original concept I had for the project when I heard the theme "Simplicity."

I'd implemented an extra feature tied to the M key in a now-scrapped project a long while back and I figured I could do the same thing to show a simple minimap. I'm not really sure how useful it is overall, but I'm happy with it regardless.

LORE! Lol.
The starter list is definitely in part due to time constraints, but there's also just not enough room for 8 Pokéballs on that stage. Lol.

You have the Zigzagoon naming thing spot-on. I didn't realize there was a method for doing it the normal way, so I'll try changing it to that in future versions. Thank you for bringing that up.

The golden coins thing... is really nothing. They literally just add $1 to your money count. Lol.
That being said, with the introduction of Gimmighoul in SV, I may change those to be in relation to it since I plan on adding it to the game. I mean, c'mon, it's a literal mimic, it's PERFECT for the traditional JRPG vibe I'm going for!

I did not consider players healing via Storage, that was a pretty big oversight. Gonna have to fix that if possible.

Huh... Staying at the Inn is supposed to heal the player as well. It's always worked for me and it's seemed to work with those who've recorded their playthroughs of the game. That... is weird.

Yeah, the stuff with Enora is fair. I just didn't want her participating in battles to prevent her potentially killing mons the player wants to catch (Shinies in particular). If I can figure out a way to have her follow the player without her being a partner trainer, I'll probably do it, but I have no idea if it's possible without her being a physical event (And also probably an annoying blockade). I could maybe add a key item that shows the element tutorial again or something at least.

Fair. There were just a lot of instances where I felt having Alleyn respond would feel redundant, I guess.

Yeah, the Sawk/Throh encounter wasn't thought out all that well on my part. They'll probably be replaced with something else in future versions, but I'll probably move them elsewhere in the game.
Like with the Inn healing, this is the first time I've seen the hearts not be hidden for the fire scene. It probably was there during flashes even before now tho. Lol.

I didn't have time to give those NPCs dialogue, especially since they're only there for a very short period of time. Only one of them actually has dialogue atm. I plan on giving them all dialogue in future versions.

Huh, I guess I glossed over Zubat's icon. I got rid of all the unused icons to trim the file size. Gonna have to check if there were any others that were missed.

I'm aware of the ToF save bug. I have it set to re-enable saving when you walk into the map just outside of the tower, but I forgot to account for the player leaving via death.

I noticed the mention of the PC myself after I'd already uploaded v0.1.2, I thought I'd gotten all instances of the term "PC" but I guess not.

Yeah, the BK sprite and the names are a side effect of GSC's small screen size. It's still understandable thankfully, but I do wish I could fix it.

You're not meant to win the BK fight. I might end up making some hidden element for him so he can't be inflicted with statuses or something, not certain.

Thankfully these typos all seem to just be weird stuff with commas and nothing completely egregious. Lol.
Really glad to hear you liked what's here so far. I consciously chose to keep it short cause I knew I wouldn't get it done in time if it were any longer. Lol.
I definitely plan to keep working on this, I've already got plans for stuff. :)
 

Munit

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Joined
Jun 13, 2020
Posts
48
wow this looks amazing! Ive always wanted a fan game with the old school graphics/new mons. Is there any post game battle? Like a battle tower or any other simulation type thing? Im gonna download and play now! Thanks!


Also I read the "read me" am I supposed to just download the second updated file? Or both and replace the first with the second 0.1.2?
 
Last edited:

Cuprite (Kyu)

Novice
Member
Joined
Jul 22, 2020
Posts
36
wow this looks amazing! Ive always wanted a fan game with the old school graphics/new mons. Is there any post game battle? Like a battle tower or any other simulation type thing? Im gonna download and play now! Thanks!


Also I read the "read me" am I supposed to just download the second updated file? Or both and replace the first with the second 0.1.2?
Thank you for showing interest! ^-^

As is, there's not really any extra content other than a single optional dungeon that'll be expanded upon in future versions. This version was made in a month for a game jam, so it's not very long (At most, 2 hours if you get stuck on something). I fully plan on making this a full game tho.

The Readme file is only talking about the stuff I've uploaded. All it's saying is that I removed the v0.1.1 download. Just download v0.1.2 and you should be good to go.
 

Cuprite (Kyu)

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Joined
Jul 22, 2020
Posts
36
Really enjoyed this game! Definitely in my top Jam games I've played.
Oh wow, I wasn't expecting to get another comment on this. Lol.

Glad you enjoyed it! Truth be told, I haven't worked on PotE for quite some time, but I do want to eventually get back to it. Tho I also didn't plan out exactly what I wanted to do after the jam it was made for, so I'd have to figure that out first. Lol.
 

Pi25

Novice
Member
Oh wow, I wasn't expecting to get another comment on this. Lol.

Glad you enjoyed it! Truth be told, I haven't worked on PotE for quite some time, but I do want to eventually get back to it. Tho I also didn't plan out exactly what I wanted to do after the jam it was made for, so I'd have to figure that out first. Lol.
Let me know if you need ever need a playtester for it :) I'm decent at finding the buggies!
 
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