Pokemon in Unity
Keyboard Controls (Xbox Controls)
Arrow keys / WASD (D-Pad) - Move around in overworld, move through menu selections.
Space (A Button) - Interact with NPC or object, confirm menu selection
Z / C Key (B / X Buttons) - Move faster in overworld, cancel menu selection
Enter (Inventory) - Open the game menu (in the overworld)
Q / E Keys (L / R Bumpers) - Change boxes in the Pokémon Storage System
Notes about glitches
This game is in the alpha phase. The end goal of mine is to make a Pokémon game good enough to rival the official ones (well, at least the older ones), but as you might be able to tell pretty quickly, there just isn't enough content yet. I am trying to update the game somewhat regularly, but it's taken me over two years to make even this, and in those two years I started following a tutorial series by Game Dev Experiments on YouTube (and later Patreon) on how to make a Pokémon game in Unity. I've learned quite a bit of information, and I've even figured some things out on my own, such as WebGL saving, static encounters, Rare Candies, battle items, and Repels, but even so, this wouldn't have been possible without Game Dev Experiments.
I should also mention that if all of your Pokémon faint in battle, you don't black out like you do in the core series. However, this is due to me being unsure how to properly implement blacking out, ideally without spending three straight weeks coding on my own without knowing exactly what I'm doing, and then ending up with something that is way less efficient than the tutorials I'm following would provide, if it even works at all. Unfortunately, this means that you can technically play the game with no conscious Pokémon in your party, and attempting to start a battle in this state will most likely crash the game. I apologize for the inconvenience, but that is one reason why I doubled the EXP gains in battle and made Rare Candies buyable and far more common. The other reason is because the Pokémon that is actively in the battle when the opponent faints gets all of the EXP, regardless of whether or not other Pokémon battled, thus making switch-training far more obnoxious. Again, I know that's an issue, and I apologize, but at least Rare Candies are much easier to get.
Anyway, I hope you enjoy the game despite its flaws. I worked very hard on it, and if you want to see the credits, look in the "Credits" tab on the title screen. Also, please let me know if you run into any other bugs, with the exception of the bug where you can sometimes walk through NPCs. I know about that one as well, but I don't know how to fix it, unfortunately.
Updated | 5 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 3.0 out of 5 stars (1 total ratings) |
Author | BartTheSock |
Genre | Role Playing |
Made with | Unity |
Tags | catching, Fangame, Indie, Monsters, Pixel Art, pokemon, Retro, Singleplayer, Unity |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Xbox controller |