Honestly kind of an iffy game. I mean it has a lot of potential since you can not only collect cards, but upgrade them as well. So this leads to more and more abilities and options as you go. But the game also often leads to a point where you've gotta grind to make progress because you need to upgrade your cards and/or get others which requires a bunch of repeat trips through the same opponents. Like you'll probably be able to get by fine on the regular trainers, but when you hit a gym leader's more upgraded cards, you get overwhelmed as there's not much you can do other than tell it you aren't ready and do another loop. Then repeat as needed.
Dumb question, do you think you could make a Yu-Gi-Oh! version of this game? I dare say that you might have opened up a whole new world of fan-game development.
Hello! Thank you for making this wonderful game, I have sunk so many hours into it. Its been awhile though and I found this video today that made me think of this game again:
Do you allow people to use parts of your code in their own commercial projects? I found a game that looks startlingly similar to yours and I wasnt sure if you knew about it and just wanted you to be aware of it!
I mean, sadly, that's what happens when you make a code public. There's a license attached to it, which requires attribution and non-commercial development... but let's be real, that's not gonna stop anybody, and I'm way too poor to do anything about it legally, hell I can't even afford food right now. I made this game out of love, and that's about it... I didn't get a single cent from it. I wish godspeed to all projects that use my code. No point in holding grudges.
I'm sorry to hear that... you've created something very special that so many people have enjoyed and like me, have spent a lot of hours and have had so much fun with. I can tell that you are a very strong and humble person, I'm sorry times are so tough now. Do you have a ko-fi or patreon or anything?
I appreciate it, just knowing so many people enjoy the game that I put so much effort into making makes me really happy.
I do have a Ko-fi, but I don't mean to pressure or guilt-trip anybody into making a donation, so please don't feel forced. Thank you though for your consideration, it means a lot to me! More than I can explain.
I took advantage of the other guy's thanks to come and thank you too. You are not just a game developer, you are THE game developer. A developer who does not do something just for profit, but for the love and pleasure of knowing that his audience loves his creation and the creator. Keep being the good person that you are, I hope your situation improves. Thank you very much!!!
I Just Downloaded The Game About An Hour Ago And Im Already Lovin It! The Pixel art Is Really Good, The Whole Strategy/Card Game Idea Is Cool, The Weakness System Is A Functioning one (For Once ;-P) And The Story Is Good Built, What I Also Love About The Game Is That Its A Free Game, And I Have Much More To Say But To Make A Long Story Short; 10/10 ⭐. You Did A Fantastic Job, Please Make More Games That Are Similiar To This One. Peace...
Somebody made a mod of it for PortMaster, with some music changes and I don't know if anything else is different. I don't know how that works though, I've never used that software, but multiple people have been running it on different hardware. You can ask them in the Discord if you're interested.
Hi, the only changes I made for the port (not a mod) are bgm music swaps and adding Q and E and keyboard options for scrolling through cards. Everything else is untouched. It's had 1,970 downloads since publishing :)
First, I would like to congratulate everyone involved in creating this game, which is so well-made and satisfying to play, with stunning pixel art.
Second, this game has a huge potential to be widely recognized by the Pokémon community and beyond. It's probably a matter of publicity and improving the game more and more to gain more recognition (in my opinion, this game should be more recognized for its level of quality that pleases Pokémon fans or anyone else).
Third, I have a few suggestions for implementing in the game. It's up to you to add them or get inspired and modify them (if you want more suggestions, I can comment here or on Discord. And I apologize for the long text):
Game Modes*------------------------------------------
Hard: Increases the difficulty of opponents and imposes additional restrictions, such as lower rewards and higher upgrade costs. Hard mode is unlocked after completing the game's normal mode.
Extreme: Same as Hard, but adds strict challenges and additional rules, such as deck restrictions and specific victory conditions. Hardcore mode is unlocked after completing Hard mode.
Random: After each victory, your cards and items are randomly swapped. The player chooses whether the swap occurs every turn or after each battle or both. If possible, create the Random mode difficulty option, making it fun and more challenging for those who want it. Random mode is unlocked after completing the Normal game mode. Completing Normal Random difficulty unlocks Hard and then Extreme Random mode.
Challenge: Complete predefined challenges to earn special rewards, achievements, both, or even unlock something by completing challenges. Includes an interface to view and select challenges. Challenge mode is unlocked after completing Normal game mode.
Casino Slots: Casino Slots: Players encounter three casino slots that display random symbols (e.g. items, berries, or Pokémon) when triggered.
Rewards: If two identical symbols appear, the player receives double the corresponding reward; If three identical symbols appear, the player gets tripled. For Pokémon, if three of the same type appear, the player can choose a Pokémon with boosted stats. Adjust the odds to ensure the minigame is exciting but not overly rewarding. Consider using a probability table to set the odds for each outcome. When a Pokémon is selected, show a preview of the boosted stats, including the chance of encountering a Shiny Pokémon, a Pokémon with a random ability, or both together if they are very lucky.
Dice rolling: Show specific rewards for each face of the die (e.g. different colored Berries, specific Pokémon). Allow the player to roll up to two dice simultaneously and choose whether to accept the rewards based on the results. Each die has a 1/6 chance of landing on each face; if they land on the same number, the reward is doubled for Pokémon that are boosted. Include a chance for rewards to be powered-up Pokémon, Pokémon with abilities, or Shinies.
Create a visually appealing wall that displays achievements as pieces, icons, or badges on a board. Each unlocked achievement can be displayed with a corresponding image or icon. When the player hovers over an unlocked achievement, display a small tooltip that details what was done to earn it. For achievements that have not been unlocked, display a question mark icon (“?”) and provide a description on hover explaining what needs to be done to unlock it.
Thank you for playing, and I'm glad you enjoyed the game!
I like many of these ideas actually, thank you. The game is not receiving any further updates, but if it ever does, I'll keep these suggestions in mind.
That's a corrupted savefile. Are you playing PCL+ or PCL++, or maybe a self-compiled version directly from the code by any chance?
If you're just playing the regular vanilla version, then please join the Discord and report what happened prior to the issue, please. I'll look into it.
hello, i've only played the game once and then runned into the same bug. i play the regular version. is there a solution to this problem? i don't have discord but i'll make an account if necessary.
The game force-sold almost all of my cards simultaneously and autosaved, ruining a save file after months of play. This is a sad time :( I have no idea what instantly sells all your cards, but I sure have never sold a card on purpose!
fantastic game!!
I’ve only ran into one design issue so far, which is when i’m able to beat a gym leader through RNG, but get stuck on the next level’s trainers (this is especially bad at the level 5 power spike)
Is it possible to add a flyback button to all areas in a zone, and not just the area right before the gym leader?
Thanks for all you’ve done!
Just started playing on v2.2.0.0 and as much fun as the game is, it feels like there are some.. major imbalances (and some minor annoyances).
For starters, it might just be me, but it feels like the game has a MASSIVE first turn advantage. When going first as the player, you can basically just pass, see what the opponent plays (without fear of taking damage, since they can't attack on turn 1), and then draw whatever you think you'll need to counter whatever they played. There's absolutely no incentive to commit to anything as the starting player on turn 1.
And then whenever you're forced to go second, there's an almost immediate sense of urgency; if you play nothing, you risk taking massive damage, but even if you do play something, you can't actually attack, you're just mitigating potential damage. The CPU can then easily respond to whatever you've played. You're basically on the back foot from the start of the match.
As for my minor complaints, of course, it's about the Tribute and Evolve events. At the beginning of the game, Tribute doesn't seem to do anything (visually). It seems there's some hidden "potential" mechanic, that makes it so the Pokemon receiving the tribute will have boosted stats when it levels up, or something? The description doesn't really explain anything, and at level 1, usually neither Pokemon's stats will visibly change.
Evolve appears to be similarly useless at lower levels. Some Pokemon don't even gain any stats at all when evolving at level 1 (or 2!). This seems counterintuitive, considering the cost of evolution, compared to levelling up (and of course, how evolution works in the games)
In both cases, there's no indication of which stats will increase (unlike when leveling up, which clearly displays how their stats will be modified), or even IF they will increase at all. This hidden "potential" stat, related to Tributes, seems a bit too nebulous for a game that doesn't seem to have any written guides or a wiki?
Overall, I love the concept, but the execution leaves much to be desired. I hope some of these issues will be resolved in a future update.
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Honestly kind of an iffy game. I mean it has a lot of potential since you can not only collect cards, but upgrade them as well. So this leads to more and more abilities and options as you go. But the game also often leads to a point where you've gotta grind to make progress because you need to upgrade your cards and/or get others which requires a bunch of repeat trips through the same opponents. Like you'll probably be able to get by fine on the regular trainers, but when you hit a gym leader's more upgraded cards, you get overwhelmed as there's not much you can do other than tell it you aren't ready and do another loop. Then repeat as needed.
Dumb question, do you think you could make a Yu-Gi-Oh! version of this game? I dare say that you might have opened up a whole new world of fan-game development.
Hello! Thank you for making this wonderful game, I have sunk so many hours into it. Its been awhile though and I found this video today that made me think of this game again:
Do you allow people to use parts of your code in their own commercial projects? I found a game that looks startlingly similar to yours and I wasnt sure if you knew about it and just wanted you to be aware of it!
Thanks!
I mean, sadly, that's what happens when you make a code public. There's a license attached to it, which requires attribution and non-commercial development... but let's be real, that's not gonna stop anybody, and I'm way too poor to do anything about it legally, hell I can't even afford food right now. I made this game out of love, and that's about it... I didn't get a single cent from it. I wish godspeed to all projects that use my code. No point in holding grudges.
I'm sorry to hear that... you've created something very special that so many people have enjoyed and like me, have spent a lot of hours and have had so much fun with. I can tell that you are a very strong and humble person, I'm sorry times are so tough now. Do you have a ko-fi or patreon or anything?
I appreciate it, just knowing so many people enjoy the game that I put so much effort into making makes me really happy.
I do have a Ko-fi, but I don't mean to pressure or guilt-trip anybody into making a donation, so please don't feel forced. Thank you though for your consideration, it means a lot to me! More than I can explain.
https://ko-fi.com/moodytail
I took advantage of the other guy's thanks to come and thank you too. You are not just a game developer, you are THE game developer. A developer who does not do something just for profit, but for the love and pleasure of knowing that his audience loves his creation and the creator. Keep being the good person that you are, I hope your situation improves. Thank you very much!!!
I Just Downloaded The Game About An Hour Ago And Im Already Lovin It! The Pixel art Is Really Good, The Whole Strategy/Card Game Idea Is Cool, The Weakness System Is A Functioning one (For Once ;-P) And The Story Is Good Built, What I Also Love About The Game Is That Its A Free Game, And I Have Much More To Say But To Make A Long Story Short; 10/10 ⭐. You Did A Fantastic Job, Please Make More Games That Are Similiar To This One. Peace...
Is there a way to add a single berry to the deck? Whenever I select a berry type it adds them all.
Mouse wheel, up/down arrow keys, W/S keys.
Will this game ever be available for mobile?
Somebody made a mod of it for PortMaster, with some music changes and I don't know if anything else is different. I don't know how that works though, I've never used that software, but multiple people have been running it on different hardware. You can ask them in the Discord if you're interested.
Interesting, i never heard of such software,i'll sure check it out. Thanks for the informations!
Hi, the only changes I made for the port (not a mod) are bgm music swaps and adding Q and E and keyboard options for scrolling through cards. Everything else is untouched. It's had 1,970 downloads since publishing :)
https://portmaster.games/detail.html?name=pocketcrystalleague
Cool! I added the link to the list up there. Thank you!
Oh whoa, thank you!
First, I would like to congratulate everyone involved in creating this game, which is so well-made and satisfying to play, with stunning pixel art.
Second, this game has a huge potential to be widely recognized by the Pokémon community and beyond. It's probably a matter of publicity and improving the game more and more to gain more recognition (in my opinion, this game should be more recognized for its level of quality that pleases Pokémon fans or anyone else).
Third, I have a few suggestions for implementing in the game. It's up to you to add them or get inspired and modify them (if you want more suggestions, I can comment here or on Discord. And I apologize for the long text):
Game Modes*------------------------------------------
Hard: Increases the difficulty of opponents and imposes additional restrictions, such as lower rewards and higher upgrade costs. Hard mode is unlocked after completing the game's normal mode.
Extreme: Same as Hard, but adds strict challenges and additional rules, such as deck restrictions and specific victory conditions. Hardcore mode is unlocked after completing Hard mode.
Random: After each victory, your cards and items are randomly swapped. The player chooses whether the swap occurs every turn or after each battle or both. If possible, create the Random mode difficulty option, making it fun and more challenging for those who want it. Random mode is unlocked after completing the Normal game mode. Completing Normal Random difficulty unlocks Hard and then Extreme Random mode.
Challenge: Complete predefined challenges to earn special rewards, achievements, both, or even unlock something by completing challenges. Includes an interface to view and select challenges. Challenge mode is unlocked after completing Normal game mode.
----------------------------------------------------
Minigames*--------------------------------------------
Casino Slots: Casino Slots: Players encounter three casino slots that display random symbols (e.g. items, berries, or Pokémon) when triggered.
Rewards: If two identical symbols appear, the player receives double the corresponding reward; If three identical symbols appear, the player gets tripled. For Pokémon, if three of the same type appear, the player can choose a Pokémon with boosted stats. Adjust the odds to ensure the minigame is exciting but not overly rewarding. Consider using a probability table to set the odds for each outcome. When a Pokémon is selected, show a preview of the boosted stats, including the chance of encountering a Shiny Pokémon, a Pokémon with a random ability, or both together if they are very lucky.
Dice rolling: Show specific rewards for each face of the die (e.g. different colored Berries, specific Pokémon). Allow the player to roll up to two dice simultaneously and choose whether to accept the rewards based on the results. Each die has a 1/6 chance of landing on each face; if they land on the same number, the reward is doubled for Pokémon that are boosted. Include a chance for rewards to be powered-up Pokémon, Pokémon with abilities, or Shinies.
Achievement Wall*--------------------------------------
Create a visually appealing wall that displays achievements as pieces, icons, or badges on a board. Each unlocked achievement can be displayed with a corresponding image or icon. When the player hovers over an unlocked achievement, display a small tooltip that details what was done to earn it. For achievements that have not been unlocked, display a question mark icon (“?”) and provide a description on hover explaining what needs to be done to unlock it.
----------------------------------------------------
I hope you enjoyed it, I wish you much success with this project, don’t give up! (sorry for any spelling mistakes, I’m using Google Translate)
----------------------------------------------------
Thank you for playing, and I'm glad you enjoyed the game!
I like many of these ideas actually, thank you. The game is not receiving any further updates, but if it ever does, I'll keep these suggestions in mind.
Have a nice day 🐾
Hi first of all. idk what happened but the game cant be opened and just left a messages.
___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object ob_main:
ds_map_find_value argument 1 invalid reference to (ds_map) - requested -1 max is 2
at gml_Script_sc_data_load
############################################################################################
gml_Script_sc_data_load (line -1)
gml_Object_ob_main_Create_0
can you help in some ways?
That's a corrupted savefile. Are you playing PCL+ or PCL++, or maybe a self-compiled version directly from the code by any chance?
If you're just playing the regular vanilla version, then please join the Discord and report what happened prior to the issue, please. I'll look into it.
hello, i've only played the game once and then runned into the same bug. i play the regular version. is there a solution to this problem? i don't have discord but i'll make an account if necessary.
It's a corrupted savefile and/or configuration file.
https://moodytail.itch.io/pocket-crystal-league/devlog/384929/workaround-data-st...
Delete config.sav from this folder. If that doesn't fix it, delete the rest of the files in that folder as well.
it works again! thanks!
The game force-sold almost all of my cards simultaneously and autosaved, ruining a save file after months of play. This is a sad time :( I have no idea what instantly sells all your cards, but I sure have never sold a card on purpose!
This is a feature in the modded version. The mods have been discontinued a long time ago.
Do you know what triggers this behaviour in the mods?
Nevermind, saw it in the changelog you posted. Thanks, will try your version, didn't realize what I was playing was the modded one.
fantastic game!! I’ve only ran into one design issue so far, which is when i’m able to beat a gym leader through RNG, but get stuck on the next level’s trainers (this is especially bad at the level 5 power spike) Is it possible to add a flyback button to all areas in a zone, and not just the area right before the gym leader? Thanks for all you’ve done!
This Game Is So Good
my computer won't let me open the file to play, I love inscription and want to try this game too.
Just started playing on v2.2.0.0 and as much fun as the game is, it feels like there are some.. major imbalances (and some minor annoyances).
For starters, it might just be me, but it feels like the game has a MASSIVE first turn advantage. When going first as the player, you can basically just pass, see what the opponent plays (without fear of taking damage, since they can't attack on turn 1), and then draw whatever you think you'll need to counter whatever they played. There's absolutely no incentive to commit to anything as the starting player on turn 1.
And then whenever you're forced to go second, there's an almost immediate sense of urgency; if you play nothing, you risk taking massive damage, but even if you do play something, you can't actually attack, you're just mitigating potential damage. The CPU can then easily respond to whatever you've played. You're basically on the back foot from the start of the match.
As for my minor complaints, of course, it's about the Tribute and Evolve events. At the beginning of the game, Tribute doesn't seem to do anything (visually). It seems there's some hidden "potential" mechanic, that makes it so the Pokemon receiving the tribute will have boosted stats when it levels up, or something? The description doesn't really explain anything, and at level 1, usually neither Pokemon's stats will visibly change.
Evolve appears to be similarly useless at lower levels. Some Pokemon don't even gain any stats at all when evolving at level 1 (or 2!). This seems counterintuitive, considering the cost of evolution, compared to levelling up (and of course, how evolution works in the games)
In both cases, there's no indication of which stats will increase (unlike when leveling up, which clearly displays how their stats will be modified), or even IF they will increase at all. This hidden "potential" stat, related to Tributes, seems a bit too nebulous for a game that doesn't seem to have any written guides or a wiki?
Overall, I love the concept, but the execution leaves much to be desired. I hope some of these issues will be resolved in a future update.
I found this game pretty recently and it is sooo much fun. I dont know what the typical update schedule looks like but i am looking forward to it!!