Programming HiZo's Untitled PS! Roguelike

HiZo

uniquely annoying
is a Programmeris a Top Community Contributoris a Metagame Resource Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
Had the idea over the holiday break to make a roguelike based on the Gen 4 Battle Castle via a modded Pokemon Showdown server as the engine and platform. Everything is done via HTML pages and miscellaneous wizardry to make this work.

You can play it here: https://roguelike.psim.us/ (Currently in alpha)

(Note: This project is unofficial and is not affiliated with PS/Smogon)

Current features:
  • An unlimited number of matches against an AI to get a high score.
  • Spend BP to get items, new Pokemon, or heal your existing Pokemon.
  • Gain exp to level up and learn new moves.
Planned features:
  • Exp. Share, other key items, and an overall shop overhaul
  • Support for evolution.
  • Proper weighting for Pokemon/Balancing update.
  • Smarter AI.
  • Other miscellaneous bugfixes and suggestions that I need to implement.

HoeenHero
dhelmise
Smudge
April
Clas
freezai
Chris32156
Imperial
Marnie
Lumii
Felucia
Murm
AtlasNeo
Byleth
spoo
pannu
Slither Wing
Miss Crisis
UT
Chessking345
Elo Bandit
bern
yuki
And others without a smogon account who played this while it just got off the ground.

The current record leader is Axzel
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This is a super fun project! I've played through it a few times now (and one once)! Can I suggest for balancing sake (to reduce the overwhelming advantage pokemon with self-heals have) that the hp restore cost be reduced to 3, with a Full-Restore option for 5? That way it's 3bp for health, 3bp for status, and 5 for both on a single pokemon! Would allow for the build-up of points even if you get stuck with a starter that you have to heal after every battle.
 
This is incredibly fun! I've now won twice, and my best record is 94 wins. I have been telling some friends to play it, too, and they're also incredibly addicted. I can't wait to see how the project develops, and I'll for sure be there to witness it. Great work!
 
I threw my controller at the wall this morning because I got an email notification from being tagged in this thread (I don't mind being tagged to be clear I just got jumpscared :( )

uhhh relevance, right, yeah, no this was fun and I'm happy to be part of it getting off the ground, and looking forward to where it ends up, wish I could play it more but too busy with things such as but not limited to balatro
 
was only planning to check this out for like an hour or two and ended up sinking more time than I would have liked whoops, idk if op record screenshot is actually up to date as of posting but I did a thing
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really fun and impressive project! has been there been any consideration of some sort of boss trainer with on determined waves and a preset pool of mons like the actual battle castle has?
 
was only planning to check this out for like an hour or two and ended up sinking more time than I would have liked whoops, idk if op record screenshot is actually up to date as of posting but I did a thing
View attachment 730506

really fun and impressive project! has been there been any consideration of some sort of boss trainer with on determined waves and a preset pool of mons like the actual battle castle has?
Nice record! Congrats on having the highest streak at the moment.

Problem with fixed sets is that it requires a lot of crowdsourcing and might take a while, so maybe itll happen at or near end of the alpha/beta
 
This is a cool concept but I think it lacks scaling, there's a reason every other (popular) Pokemon roguelike makes leveling up fairly quick and generally is more consistent with things like items, and it's because that lets you have more fun with building out your team over time and makes things more consistently.

I've already had to reset several runs because all 3 starters are just entirely dogshit, which isn't uncommon in a randomized Pokemon type thing- but unlike almost all of those, I won't get to have an opportunity to level them up to get new moves unless I were to somehow luck through several fights that are mandatory and generally take expense (health mainly) to get through, which just doesn't seem to make it worth it to push through those for me.

Tera is seemingly there as a way to break through those stalemate early matches easier but it's also not even that useful when I get my second Pokemon round 2 and none of them have actual attacking moves.

Paying for items when most of the time they will be useless feels like a trap early game while it'd be more fun if it were more broad. A lot of roguelikes will be "random" but also tailor their randomness to what you have to make it more consistently fun, for a Pokemon fan roguelike example PokeRogue TMs. Items in this however, as an example, are often genuinely useless or inapplicable to Pokemon which makes decision-making feel more about picking the least bad option rather than "what do I want to play towards", which is a balance IMO

It could also just be that I haven't gotten far enough in any run and these things change, but I've played a decent amount now and those are just some thoughts.

Very cool and impressive project, good work and hope to see it get better over time!
 
Thanks everyone for the support on the game so far! Yeah there a lot of problems as any Alpha stage in a project would have (Note: Pokemon Showdown is not exactly a traditional game engine so a lot of it just me trying to make things work as they happen (Level up moves why are you such a pain to implement I wanna do other things)). Getting a max of 600 concurrent users as a result of blunder 's stream definitely makes me want to keep improving on this, or give me a panic attack bc my server keeps dying on me.
 
hey i got pinged here! HiZo your work here is astouding i gotta be real with you, being able to witness and test this as it was being done was truly a dream come true and i cannot really stress enough how much fun i had with it, helping me destress before battles and other stuff like that, major congratulations!!
 
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