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Completed Pokémon Battle Island

This project is complete. Any future revisions will be bug fixes or small updates.
Welcome to BATTLE ISLAND!
BATTLE ISLAND is all about fighting!

You are a young trainer who lives nearby the Unova region who is really excited to start battling! This allows you to experience the opportunity of battling in ways not seem much in previous games, so what are you waiting for? Go start battling!


Summary


Explore a new Island!
13zzdyh.png


Meet Areco!
meet_Areco.png


Select a team!
team_Selecton.png


Fight your way through the floors of the Battle Tower!
battle_Tower.png


Can you manage to master all battle styles?
lvl5battle.png

inverse_Battle.png

rotation_Battle.png

3ko_Battle.png

double_Battle.png


Collect all the medals at Battle Dojo!
battle_Dojo.png


Buy Pokéballs to reinforce your team!
buy_Pokeball.png


Strengthen your Pokémon with smoothies!
smooties.png



Features



  • Rotation Battle, Inverse Battle and more!
  • Find out about Areco and his smoothie shop!
  • New system to obtain Pokémon!
  • Fight yourself to the top of Battle Tower!
  • Get all the gold medals at Battle Dojo!

Credits


Team:
  • Electiwirez:
    • Music
  • Taquilla:
    • Sprite Art
    • Character Concept
    • Story
  • leilou
    • Scripts
    • Editing Pictures

Based on Pokémon Essentials.
Pokémon Essentials is a game project made in RPG Maker XP that lets people make Pokémon-style games. It was created by Poccil, who based it on Flameguru's Pokémon Starter Kit. As of 10th July 2011, it is managed and updated by Maruno.

Graphics other than Pokémon Essentials:

Credit for franchise goes to Nintendo, Game Freak and The Pokémon Company
Please support them by buying the official Pokémon games.


Ressources


Here the link for the Battle Island Ressource Pack!
[btn=moda]Ressource Pack[/btn]
Here the link to the Rotation Battle script will be coming once I finished it!

Here the link to the random Pokémon script will be coming once I finished it!


If you want any other scripts used for the Jam or know how we did some things just ask in the comments.


Download


DOWNLOAD
Thanks for downloading!
We hope you'll enjoy the game!


Planned Changes


This is a list of all changes we are planning to do. This list contains lots of points we got out of your feedback. We would appreciate further feedback and suggestions.
  • graphical overhaul​
  • make lvl 5 battle unevolved Pokémon​
  • instant rewards for Battle Dojo​
  • either add proper events or remove them in Battle Dojo​
  • add tutorial for Battle Dojo​
  • improve intuitive gameplay​
  • add more dialoges and names for trainers​
  • various gameplay improvements​



If you play this game we would love you to comment any feedback you got. Also if you're a content creator share a link to the video or announce when you will be streaming our game in the comments. We'll be looking forward to it!
 
Last edited by a moderator:

Taq

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I am glad to hear that Tomix!

After trying to make monologue and art, it is done, I am happy to see it posted and happy to have involved with it.
 
D

Deleted member 561

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Ayyy I made some music for this game! I gotta say this is my first game jam and I am quite pleased with what me, Taq and leilou!
 

Echi

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Did you code the trio battle system? If yes, it would be really nice if you could share that with public, because there hasn't been a trio battle system yet and some people want it.
 

aiyinsi

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Did you code the trio battle system? If yes, it would be really nice if you could share that with public, because there hasn't been a trio battle system yet and some people want it.

I did code rotation battle if you mean that. I'm gonna publish it as ressource after a few modifications. It'll take some days bevore I take that on though ... due to the jam I postponed some stuff I need to do now.

If you mean another battle style please tell me ... the rest isn't hard to do at all.

Also for feedback: I guess the inverse battle script is not nessecairy because mej has already one out there?
 

Echi

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I did code rotation battle if you mean that. I'm gonna publish it as ressource after a few modifications. It'll take some days bevore I take that on though ... due to the jam I postponed some stuff I need to do now.

If you mean another battle style please tell me ... the rest isn't hard to do at all.

Also for feedback: I guess the inverse battle script is not nessecairy because mej has already one out there?
I meaned the 3vs3 like in the present games. There hasn't been such a script yet.
 

BIGJRA

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Definitely a different experience, but I definitely enjoyed it. Highlights were the quality of the rotation battle engine, and the method of obtaining Pokemon. If there's one thing I think you might wanna try to improve for the future it's spriting, then the professor/finalboss man can look even cooler!

Anyways, enjoyed playing this during class for a few hours.
 

aiyinsi

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Definitely a different experience, but I definitely enjoyed it. Highlights were the quality of the rotation battle engine, and the method of obtaining Pokemon. If there's one thing I think you might wanna try to improve for the future it's spriting, then the professor/finalboss man can look even cooler!

Anyways, enjoyed playing this during class for a few hours.

I'm really happy that you like our game.

Also thanks for the detailed feedback ... it helps a lot.
 

aiyinsi

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Yes I will make it a public ressource ... there's still a bug to fix(just a visual thing). Plus I need to add switching Pokémon, Bag and Run. So please be patient.
 
I wasn't entirely sure what to expect when I started this game tonight, but I was pleasantly surprised by the variety of battles in it. I played through a handful of floors and it was pretty interesting. The amount of different battle types you've scripted into it under a month is impressive. Couple of notes & critiques, though:
  • Having the first floor start at level 5 felt odd, especially using evolved Pokémon and subsequent floors being level 50.
  • The indicator for what Pokémon you're selecting at the start doesn't stand out very well.
  • Every time I advanced a floor, Areco's art lingered on screen until I got into another battle. He blocked parts of the store which was frustrating.
  • While the core mechanics are interesting enough to warrant playing it for a while, various assets and the overall feel of the project are a little unrefined.
I find 'battle sims' like this game pretty interesting, and I think this is probably the best one to come to Essentials in a while. It feels a bit rough around the edges, but I think with some polishing, refining of various assets and some more attention to detail, this could easily be one of the most replayable games out there. (Assuming there's a lot of RNG applied to the different floors and what not.) I'm looking forward to seeing where you might take this in the future.
 

aiyinsi

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I wasn't entirely sure what to expect when I started this game tonight, but I was pleasantly surprised by the variety of battles in it. I played through a handful of floors and it was pretty interesting. The amount of different battle types you've scripted into it under a month is impressive. Couple of notes & critiques, though:
  • Having the first floor start at level 5 felt odd, especially using evolved Pokémon and subsequent floors being level 50.
  • The indicator for what Pokémon you're selecting at the start doesn't stand out very well.
  • Every time I advanced a floor, Areco's art lingered on screen until I got into another battle. He blocked parts of the store which was frustrating.
  • While the core mechanics are interesting enough to warrant playing it for a while, various assets and the overall feel of the project are a little unrefined.
I find 'battle sims' like this game pretty interesting, and I think this is probably the best one to come to Essentials in a while. It feels a bit rough around the edges, but I think with some polishing, refining of various assets and some more attention to detail, this could easily be one of the most replayable games out there. (Assuming there's a lot of RNG applied to the different floors and what not.) I'm looking forward to seeing where you might take this in the future.

Thanks for your feedback. I'm happy that you enjoyed playing our game.

  • We thought starting with lvl 5 like lvl 5 is the level of starters at the beginning of a game and also it is the easiest to understand because it's the only normal 1 vs 1 so you could focus on understanding the game mechanics a little bit. But somehow we felt like lvl 5 battle would be more interesting than lvl 50 battle. But you point is valid. Like the player doesn't even know that battles are on lvl 50 normally so it's not very refreshing. Also unevolving all Pokémon for lvl 5 battle would be an interesting idea(maybe we'll do that in a future update).
  • You right again ... it's very easy to get stuck at the first floor when choosing the wrong Pokémon. Starting at the second floor you can farm money at Battle Dojo(gotta change that to you get money immediatly after you win a battle ... not after losing). Well I feel like we still need to make some more tutorials. (but then again ... making tutorials that aren't just klicked away by the player is so hard)
  • Didn't notice that ... thanks. I'll make sure to look into that.
  • Hit the mark again ... due to the deadline Arecos scenes and the Battle Dojo were pretty rushed ... like we spent a lot of time just making Battle Tower and all the battle styles work properly. In a future update we will rework Battle Dojo so that the post game improves a lot.
To the RNG factor: The battle style of each floor is set. Each floors has a tier list assigned. Each opponents gets 3 random Pokémon out of that tierlist. The player can get Pokémon up to the tierlist his floor is assigned to. Also the movesets are complete random out of all moves that pokemon can learn per tm/natural. Blacklisted some moves though.

(Did you stream it and is there a possibility that we can rewatch the stream? Would be interesting to see. Plus if you were to give a more detailed list on the assets that bugged you it would be a great help.)
 
To the RNG factor: The battle style of each floor is set. Each floors has a tier list assigned. Each opponents gets 3 random Pokémon out of that tierlist. The player can get Pokémon up to the tierlist his floor is assigned to. Also the movesets are complete random out of all moves that pokemon can learn per tm/natural. Blacklisted some moves though.

(Did you stream it and is there a possibility that we can rewatch the stream? Would be interesting to see. Plus if you were to give a more detailed list on the assets that bugged you it would be a great help.)
Hmm, my first impression when playing was that each floor's style was random, I think having it be random might help mix up and vary people's playthroughs, although you might want to add a 'RNG seed' or something, so people can enter a code and play the same set of floors perhaps?

Unfortunately I didn't, looking back now I wish I had but I had just played a handful of things off-stream just to make the results go a bit faster. (Made it a point to make a post in the threads, though! Assuming what I had to say hadn't already been said.)

As far as assets go, I think part of the issue is the different quality/style of them. If you look at the second screenshot in the thread with Areco, his art doesn't match the style of the background, the drinks, or the counter. I think nailing down one style and adjusting/remaking the assets in that style would help a lot. Typically pixel art works best considering the rest of the game is pixel art too. Consistency is key.
 

aiyinsi

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So small fix uploaded.
-corrected some dialouge
-made areco disappear after rank up scene
-added background to make it look smoother
 

kirlial

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Hey there, been playing a few floors and this has been a fun experience. Though it's purely battles they all tend to be a little challenging as you're always on the same level as the enemy. I like how you receive Pokémon after battling and all the different modes of battling are nice, rotation battles are especially different. I guess the main issue I have is how little control you get, the only thing you can really do to get stronger is to get more Pokémon and hope you're lucky. It'd be cool if there was ways to obtain new moves as well, either the ability to buy TMs or access to a move tutor. Perhaps as you go up the tower, the battle backgrounds could change from the default one, there's a couple small aesthetic changes like that which could be made though of course they're not necessary.There's no story in this game, but I feel like it'd be possible to add one if you wanted, just a light one so progression really feels like progression. Still, this game is very different from most essentials projects, and delivers exactly what it claims to. A very nice project!
 

aiyinsi

A wild Minun appeared!
Member
Joined
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Hey there, been playing a few floors and this has been a fun experience. Though it's purely battles they all tend to be a little challenging as you're always on the same level as the enemy. I like how you receive Pokémon after battling and all the different modes of battling are nice, rotation battles are especially different. I guess the main issue I have is how little control you get, the only thing you can really do to get stronger is to get more Pokémon and hope you're lucky. It'd be cool if there was ways to obtain new moves as well, either the ability to buy TMs or access to a move tutor. Perhaps as you go up the tower, the battle backgrounds could change from the default one, there's a couple small aesthetic changes like that which could be made though of course they're not necessary.There's no story in this game, but I feel like it'd be possible to add one if you wanted, just a light one so progression really feels like progression. Still, this game is very different from most essentials projects, and delivers exactly what it claims to. A very nice project!

Thanks for your feedback. I really appreciate it.

Giving the player better control over the Pokémon they get is hard ... like giving the Player access to good moves would mean that they could just sweep through the game. The same goes for items. We will be considering to make BATTLE DOJO a place were you can obtain certain upgrades. We're also trying to improve the tutorials ...

We will probably try to make the art style more consistent in the future.

To the point of story: if we ever have a good idea ... I feel like it would be easy to affect the experience negatively with a boring or out of place story. We tried to have all dialogues as short as possible. The idea here was to let the player enjoy battling and not bore them with pointless dialogue.

Too be honest I'm overwhelmed by all the positive and constructive feedback. I really didn't expect it. So thanks for all the comments. It's interesting to hear all the experiences of people playing the game. It really shows which design worked and which didn't. This really makes up for more than the effort we put into making this game and I'm really happy to have participated in this jam. At least I feel that way. Plus I got to know nice team members.
 
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