Post by doubtful on Aug 22, 2016 21:41:48 GMT 12
Hello. Im new to pokemon games in general. I find your game one of the best Pokemon games i have tried, well done!
While playing it ideas and questions came to my mind so here they are.
Little improvment needed
Something that needs improvement is when in combat we cant see properly which skill we are about to pick. I dont know how else to describe this, bad english :/
Buffs/Debuffs
First of all i noticed that debuffs/buffs stuck but i dont know how many times. Also we dont know their formulas, so i have this suggestion.
Is it possible to add the formulas for debuffs/buffs on along with the rest of the skills' descrpitions?
Or
When in combat and we get buffed/debuffed, an icon of that buff/debuff appears (like in mmos) that shows us how much def, attack etc has been increased/reduced.
Sleep (abilities)
This really bugs me.... How is it possible to not wake up when somebody hits you and you are asleep? This makes ZERO sense since these abilities make you sleep, not paralyze, not poison but sleep.
Can u make it so that when get hit while asleep we wake up? Simply put, every skill that damages you can wake you up if you are asleep.
Fakemons/pokemons/monsters (call them as you wish)
What u are going to read below is something u probably didnt thought of and will sound like too much innovation. But there is nothing wrong with that, everything in life is in a constant change, nothing stays the same, not even the universe. Change is the law of nature Evolution.
So lets begin.
1)Why so many monsters have the same abilities that influence stats. Mostly thinking of the debuffs. I find many of them unfit for some particular monsters
2)I would go far and suggest the addition of more passive abilities for each monster and i dont mean random abilities. I am thinking of abilities that would make sense for that particular monster. It doesnt matter if some monsters might have 2 passive abilities and others might have 5. I think diversity is only good, it will give an identity to each monster and they will feel truly unique which is the most important thing for a game that focuses on monster raising. If your monsters look the same, play the same then thats simply boring.
3)And again, i do understand that you want to create a pokemon-like game but i dont think you should do the menus, options etc etc similar to how they were in the original games. For example, you could have different board type for skills which would allow for more words to be put for skill description hence more detailed skill descriptions.
You could create a separate board where we scroll up and down (if needed) and read the passive and active abilities for each monster in detail without worring for insufficient space.
4)The monsters themselves. I like your general art style on them and here is how i think you can improve them.
I think you should set some basic principles on what kind of characteristics monsters are allowed/not allowed to have. After you set some principles it will be easier to come up with ideas for monsters.
The art style isnt just important, its crucial and i will be honest, the only pokemons i like are Gen 1 and maybe Gen 2, after those the whole things goes from bad to -> i dont want to name them and thats the reason i simply cant play the original games although i like the idea of monster raising games. So please try to keep the art style as realistic, detailed and unique as possible. For example, no unneseccary body parts that make no sense, no unneseccary colors. You can create a simple yet very detailed sprite. A monster with detailed legs, nails, head etc etc. You dont neseccerally need random body parts nor colors.
something last
In my opinion there should be limits and those limits should be your principles, those that dont allow you to cross the lane that you shouldnt. What do i mean? ill give an example.
In newer pokemon generations there is a pokemon that is basically ice cream..... And i ask, where is the lane that shouldnt be crossed?? well... seems there isnt and that means we could create pokemons such as a chair (call it Chairmon), a pokemon laptop (call it laptoy), a pokemon steak, maybe a pokemon shoe, maybe a pokemon toiler paper, dunno... the list is infinate. As you can see the lane has been crossed, meaning there are no principles.
Pokemon world isnt exactly HIGH fantasy. But even in a fantasy game what you create has to make sense based on the world you are in. For example you cant have shoguns in a medieval world can u? (again we come to the limits).
So in your game i saw a pokemon thats flying and grass and tbh it doesnt make much sense, does it? But on the other hand you can say that this is already wayy too deep in pokemons games and it doesnt really matter (and thats true), i mean even in gen 1 there were always pokemons plus abilities that didnt make sense. So yeah, its ok i guess
Please dont misunderstand my post, i do like your game thats why i did this huge post.
I look forward for a reply from developer/s.
While playing it ideas and questions came to my mind so here they are.
Little improvment needed
Something that needs improvement is when in combat we cant see properly which skill we are about to pick. I dont know how else to describe this, bad english :/
Buffs/Debuffs
First of all i noticed that debuffs/buffs stuck but i dont know how many times. Also we dont know their formulas, so i have this suggestion.
Is it possible to add the formulas for debuffs/buffs on along with the rest of the skills' descrpitions?
Or
When in combat and we get buffed/debuffed, an icon of that buff/debuff appears (like in mmos) that shows us how much def, attack etc has been increased/reduced.
Sleep (abilities)
This really bugs me.... How is it possible to not wake up when somebody hits you and you are asleep? This makes ZERO sense since these abilities make you sleep, not paralyze, not poison but sleep.
Can u make it so that when get hit while asleep we wake up? Simply put, every skill that damages you can wake you up if you are asleep.
Fakemons/pokemons/monsters (call them as you wish)
What u are going to read below is something u probably didnt thought of and will sound like too much innovation. But there is nothing wrong with that, everything in life is in a constant change, nothing stays the same, not even the universe. Change is the law of nature Evolution.
So lets begin.
1)Why so many monsters have the same abilities that influence stats. Mostly thinking of the debuffs. I find many of them unfit for some particular monsters
2)I would go far and suggest the addition of more passive abilities for each monster and i dont mean random abilities. I am thinking of abilities that would make sense for that particular monster. It doesnt matter if some monsters might have 2 passive abilities and others might have 5. I think diversity is only good, it will give an identity to each monster and they will feel truly unique which is the most important thing for a game that focuses on monster raising. If your monsters look the same, play the same then thats simply boring.
3)And again, i do understand that you want to create a pokemon-like game but i dont think you should do the menus, options etc etc similar to how they were in the original games. For example, you could have different board type for skills which would allow for more words to be put for skill description hence more detailed skill descriptions.
You could create a separate board where we scroll up and down (if needed) and read the passive and active abilities for each monster in detail without worring for insufficient space.
4)The monsters themselves. I like your general art style on them and here is how i think you can improve them.
I think you should set some basic principles on what kind of characteristics monsters are allowed/not allowed to have. After you set some principles it will be easier to come up with ideas for monsters.
The art style isnt just important, its crucial and i will be honest, the only pokemons i like are Gen 1 and maybe Gen 2, after those the whole things goes from bad to -> i dont want to name them and thats the reason i simply cant play the original games although i like the idea of monster raising games. So please try to keep the art style as realistic, detailed and unique as possible. For example, no unneseccary body parts that make no sense, no unneseccary colors. You can create a simple yet very detailed sprite. A monster with detailed legs, nails, head etc etc. You dont neseccerally need random body parts nor colors.
something last
In my opinion there should be limits and those limits should be your principles, those that dont allow you to cross the lane that you shouldnt. What do i mean? ill give an example.
In newer pokemon generations there is a pokemon that is basically ice cream..... And i ask, where is the lane that shouldnt be crossed?? well... seems there isnt and that means we could create pokemons such as a chair (call it Chairmon), a pokemon laptop (call it laptoy), a pokemon steak, maybe a pokemon shoe, maybe a pokemon toiler paper, dunno... the list is infinate. As you can see the lane has been crossed, meaning there are no principles.
Pokemon world isnt exactly HIGH fantasy. But even in a fantasy game what you create has to make sense based on the world you are in. For example you cant have shoguns in a medieval world can u? (again we come to the limits).
So in your game i saw a pokemon thats flying and grass and tbh it doesnt make much sense, does it? But on the other hand you can say that this is already wayy too deep in pokemons games and it doesnt really matter (and thats true), i mean even in gen 1 there were always pokemons plus abilities that didnt make sense. So yeah, its ok i guess
Please dont misunderstand my post, i do like your game thats why i did this huge post.
I look forward for a reply from developer/s.