Domain changed to archive.palanq.win . Feb 14-25 still awaits import.
[7 / 1 / ?]

Pokemon Fangame

No.33815798 View ViewReplyOriginalReport
I've started work on a Pokemon Fangame using Pokemon Essentials. I won't go into details about the story and such but I want you to critique my initial goals and ideas for what the game will look like:

>No EVs, IVs, or Natures
I feel this bogs down the game and turns Pokemon into numbers. On the one hand it makes them all "unique" but on the other hand it makes 90% of them "shit not worth training".
>Less randomness
Moves such as Double Team are outright removed from the game. I'm also considering removing critical hits (outside of using Focus Energy or Always-Crit moves) but that isn't a certainty. I'm also considering changing the accuracy of 95% ACC moves to 100% just for a QoL improvement.
>No powerleveling
A Pokemon Reborn-style level cap system, where your Pokemon become unruly if they become a higher level than the next gym leader's Pokemon.
>No fakemons (sort of)
The player will not be able to catch any Pokemon not in the official Pokedex. However, the game will have "boss battles" of either trainers with unique Pokemon (like ones in Pokemon Adventures: Red if you've played that Romhack), or powerful Pokemon that cannot be caught (powerful in the sense that they have high HP and may require some strategy to play around, as opposed to something that can outspeed and sweep a team in six turns). The latter is more difficult than the former because it's not something that happens often in Pokemon, but I want to give it a shot.
>Balanced Pokemon
I don't want the player to ever feel overpowered by handing them some of the strongest mons in the game on route 2 or 3. Almost all Pokemon caught in the early levels will be weak, whereas stronger Pokemon will usually be tied to quests and events. Again, it's a system like Pokemon Reborn. The same goes for TMs, where most moves you obtain will be fairly mundane coverage moves or niche utility moves.