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Pokemon Neoverse Part 6: Gameplay Pt. 1

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 6 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see the previous Parts, check here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030

https://crashcourse81.newgrounds.com/news/post/1309031

https://crashcourse81.newgrounds.com/news/post/1309516


Welp, now's finally the bit where I speak of how the Neoverse games will work. I'll go over the games' main features first.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.


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Gameplay

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The Versions

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First, and probably most importantly, the games will still be split into Versions, with there being a different number for each continent (minimum 2, maximum 3). The games will still be grouped into Gens, but unlike the original ones, each Gen will take place at a different point in time. The Versions will all take place during a certain point, and will also have different characters to play as with different stories throughout the game, which interlink together. The games won't all be centered around becoming a Champion, though the Aterr Leagues WILL be involved in the stories in some way. Of course, each Version will have its own unique Pokemon in it, the Gens even more so, as not every Pokemon will be located on every continent, and there will be new Pokemon born on each one during each Gen. This means that you'll need to trade certain Pokemon to get them in certain games, but only those that are of the same Gen. That being said, filling the Pokedex won't be a main goal either, since it would be super tedious and it feels more like a secondary task anyways.


Also unlike the original games (or at least the more recent ones), there will be a larger main menu when you load them up, which will have the following choices:

  • Story: Begin, continue or delete your run of the game's story. There are three save slots in each Version, so you can do different runs without having to delete one.
  • Options: Choose the sound/music volume, put subtitles on/off, increase the brightness, etc.
  • Online Play: Here you can choose to trade, battle or simply talk with people online.
  • Extras: View in-game cutscenes and movies, see the credits, look at collectables you've obtained in the story, etc.


One brand new thing in the Neoverse games is difficulties, which...well, the original series needs them desperately, as they're a bit too easy once you get down to it. They are, from lowest to highest:


  • Simple: Fighting enemies, befriending humans and capturing/befriending Pokemon is easier in this difficulty. Neither can die, and you will not lose items or money if you lose a battle. Items are also easier to find; you'll know when they're nearby via sparkles.
  • Average: Enemies aren't too easy but not too hard to beat, nor is befriending Aterrians. Higher-grade items lack the sparkle from Simple.
  • Challenging: Enemies will be tough to beat, using strength, numbers and strategy to win. Befriending Aterrians can sometimes be hard, especially if you did something to annoy them. You are more likely to lose allies on this difficulty, but some items at shops are of higher quality. EXP gained from battles and AP gained from Tasks are increased by 30%.
  • Primal: Enemies will be especially hard to beat and come in larger numbers, with bosses being accompanied by more than usual. You also get a certain time to choose which actions you want to perform before the enemies attack. A bunch of Aterrians are hard to befriend, and more combatants will kill you and your allies instead of knocking them out. Items in shops and the overworld are of even higher quality. Shining and Alpha Pokemon appear more often on this difficulty. EXP and AP gained is increased by 50%.

There are a few other goodies that come with playing on Challenging and Primal, though those will not be revealed until later on in the game's story. So...play at your own risk~ There is something that is unlocked after you finish the game's story, but that will be talked about in a later Part.


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Overworld Gameplay

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Something I should mention before I talk about this is, not every game's story will start off the same as the original ones (ie. you won't be always kid who moves into a town and/or gets Starter Pokemon). They will each have their own beginnings; some may start you off as an adult with much strength and strong Pokemon, some may have you visiting a school and learning more about Aterr, some will be travelling people who help out the continent (like a Vanguard), etc. Regardless of how you start though, the games are more or less played the same. Like the main menus, the stories have larger pause menus than before, which have the following options (note, you will not start with ALL of them in certain games):

  • Resume: Resume the game.
  • Party: You can check out your human and/or Pokemon allies, their Stats, their Moves, etc. You can also customise them to your liking, such as adding on and taking off items, changing up their Moves, what-have-you.
  • Pokedex: You can check the records of Pokemon and Originals you've encountered throughout the game, as well as Katas you've recorded from KRs.
  • Items: Wherever you have them, you can check on the items you have and do what you wish with them.
  • Camp: Set up a camp where you can interact with your allies and rest for a time, recovering Vitality.
  • Options: Same as the main menu, but with the added option of saving your game.
  • Map: Bring up a map of the game's continent that you can zoom in and out of. Places you've visited will be coloured in, and places you haven't visited will be dull. You can choose to fast-travel to visited locations, including non-city/town/village areas, or mark them with cursors for directional purposes.
  • Contacts: Check the people you've gained the contact info of throughout the game. Only Aterrians you've befriended will give you their contacts, and even then some will only give you their contact if they really trust you. This also acts as the Pokedex for humans, as the device you use also lets you record humans you've met and see the different stats and other things they've had throughout the games.
  • Exit: Exit the game. Unsaved progress will be lost.

There may be another option or two depending on what the game has, but this is the normal stuff.


The overworld in each game is laid out in a similar manner to the recent games' overworlds (Sw/Sh, Legends and S/V), being an open expanse of land that you can explore freely. Unlike those lands however, the Neoverse games' overworlds will be more explorative and have more secrets to find, which will be explained as I go along. Pokemon will also be numerous in the overworld, but they won't just pop up like in the past games. Rather, you can see them from almost any distance, and they can be ANYWHERE. The sky, the ground, the sea, ANYWHERE. Luckily you'll only have to worry about them outside of human civilisations, since the majority you'll fight are Free Pokemon. On the top-left corner and leading downwards you'll see the Vitality Bars of the characters currently out and about, which show their HP, CP and EXP bars. There's a clock on the top-right corner that tells the current time, which goes by in real-time and expands to show the name of the area you're in when you enter it. On the bottom-right corner you'll have a mini-map that you can expand to see the entirety of the area you're currently in, which has different icons on it. The size of the icons dictates how small or large the related thing is. The icons are all as follows:

  • Dark blue dot: Player character
  • Light blue dot: Ally
  • Light red dot: Weak enemy
  • Red dot: Average enemy
  • Dark red dot: Strong enemy
  • Skyscrapers: City (capital cities have a star on one of the skyscrapers)
  • Houses: Town
  • Cottage/Hut: Village
  • Dark blue house: Home
  • Light blue house: Ally's home
  • Rectangular building: ETG/Outpost
  • Semi-circle-shaped building: Keep
  • Spire building: Peak
  • Circle surrounding a building: Building of interest
  • Grey dot: NPC
  • Orange dot: NPC with a sidequest/Task
  • Orange board: Task board/stall/etc
  • Seven-pronged star: Main objective
  • Five-pronged star: Sidequest objectives
  • Three-pronged star: Secret (hidden unless you find them or have something that uncovers them)
  • Cyan Aterr symbol: Online play area (such as an AMS)
  • Green plus: Clinic
  • Red shop with fork: Food shop
  • Indigo shop with shirt: Clothes shop
  • Black shop with blue lines: Techstore
  • Blue shop with oval: Items shop
  • Yellow shops: Marketplace
  • VS sign with X: Battle arena
  • VS sign with orb: Sports arena
  • White downwards arrow: Landmark (the aforementioned indicator you can put on maps (max. 5.))

There are other icons besides these, but they also vary between each game.


The majority of shops are called Buy n' Sells, which each sell most of the same stuff, but also have a few products unique to them. Clinics, Techstores and Marketplaces are the same, but with some differences.


  • In Clinics you can enter Regen Pods in order to restore your Party, but they only fit humans and Pokemon of their size or lower. Pokemon inside PESes can be put onto a Regen Stand to be restored instead. There is also a vendor for buying medical supplies.
  • In Techstores you can buy devices such as PESes, new phones, Shockers or even new Pokedexes, but for a large price each (barring a few PEses.)
  • In Marketplaces you can buy varying stuff, some with a bargain and others of larger prices than how they would be sold at another place.


There will also be segments in these locations which their unique products are sold at, or put on display. The latter products can't be acquired normally; to do so, you either have to help that store with a Task they put out or have a higher Rank. Perhaps, if the owners like you, they'll even give you a bargain on some stuff!


In the overworld, there will be some obstacles you'll need to clear to get to someplace, especially during the story itself. For these you'll need a certain Skill; for rocks, boulders and walls you'll need the Crush Skill, which is related to smashing things; for activating different machinery you'll need the Energise Skill, which is related to elements that power things up; for putting out fires you'll need the Soak Skill, which is related to water. Some obstacles will require more than one Skill to surpass, and of high numbers at that. These obstacles will usually lead you to secrets or bonus areas with good stuff to be found in them.


Other than that, there's not really anything different about the overworld. You can talk to people, enter buildings and interact with stuff the same way as you could in any other game.


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Battle System

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This is one of my favourite parts~...


Battles are initiated the same way in the Neoverse games, though it can be initiated in other ways. When you see an enemy ahead of you, you can attack them with a punch, a beam or whatever else you have, and begin the battle with some damage dealt to them, or if they're a Pokemon, you can throw a PES at them and attempt to catch them by surprise, if you're worried about using the direct approach. This may make them frightened or angry if they escape though, and more likely to flee or attack you ruthlessly. Enemies can also attack and deal battle-start damage to you, which can be lowered or raised depending on effectiveness/es. Other than that, you can just start a battle by running into an enemy.


The battles themselves are changed drastically from the original format. The battlefield is split into grid-like segments called Sides, which are made up of Spaces for each combatant to be on. The size of the Sides depend on the size of the battlefield itself, with wide-open plains and wastelands providing large Sides and crowded areas like hallways or cargo holds providing small Sides. There is usually two Sides but there can be three or four depending on how many teams are battling. There can be multiple combatants on either Side, with ones of human or smaller sizes taking up one Space. Larger combatants (usually Pokemon) will take up two, three or more Spaces, and some may be too big to fit on their Side at all, in which case they can remain in the background and support their team from there. There are also Aerial Spaces for combatants who are able to fly or float, which combatants of sizes big enough will take up.


At the top of the screen there is a timetable showing slots for the combatants, which are called Chances. They are how many actions a combatant can make each Turn, which are totally dependant on Speed. They get more AND get them sooner the higher their Speed is, making it even more important than in the original games. After each combatant uses all of their Chances and, once any after-battle effects are finished, the Turn ends and the next one begins. The combatants can choose to do one of the following during each Turn:

  • Fight: The combatant can choose a Move to use. The Move screen is split between Naturals and Kata/yas.
  • Switch: The combatant can switch out with another one waiting in the reigns. These can be humans keeping their distance, or Pokemon waiting in their PESes. Only humans get the Pokemon choice.
  • Shift: The combatant can move to an adjacent Space, or shift from Surface to Aerial Spaces, and vice-versa.
  • Status: The combatant can check the status of any combatant they wish. Bars will be shown to tell how high or low a Battle Stat is, and there will be a space for Afflictions they have. If you've fought and/or learned much about an enemy their Stats' numbers will be shown.
  • Guard: The combatant guards themselves or an ally from attacks; the former halves the damage they take and the latter protects the ally from damage. Guards can be dropped with enough damage however, which can stagger the combatant.
  • Items: The combatant can check their items and use one of them. Only combatants with items on their person can do this.

Each action uses up a Chance, regardless of how miniscule or large it is. Once an action has been chosen for each Chance, the battle for that Turn will begin, but there will also be a time limit in some fights that will end your decisions early if you take too long. This is most prominent on Primal Difficulty. The actions used are performed in order of their choosing, but you can choose to fast-forward or skip the battle if you wish. Once the current Turn ends, the timetable will be remade; from the first Turn onwards, the order of Chances will be slightly randomized, but those with high Speed will still get to move sooner than others, most of the time. Combatants who are using Moves for longer than usual will be in Interval states. Some Moves take a few Chances to charge or finish, others may leave the user exhausted and need to rest for a few Chances, or even a whole Turn. Some Interval states, such as the latter one, will make a combatant open to being attacked, while others will make them unable to be hit by certain attacks (ie. a character digging into the ground or flying into the air). In these scenarios a combatant cannot be hit by an Aerial or Surface attack respectively, though an Everywhere attack could. Switched-in characters cannot perform actions when they come out, but they will remain Guarded for the Turn to lower the damage they take.


As before, a battle ends when the opposing Side faints (basically knocking them out), after which the winners absorb the stressed Cruia generated from it, called Prize Cruia. This Cruia acts as the EXP of the games, and how much you get averagely depends on two major factors: your opponents and their Vitality. Whenever you hit one with a Move, they release Cruia; 1 EXP for each Health Point they lose during the battle, including recovered HP. Those points are multiplied by the bearer's Level and further multiplied by their Tier, if they had one. That creates the total amount, which is shared amongst the winners if there was more than one, even on opposing Sides. Like with damage, there are other factors that can influence the EXP you gain, though these are far more rare. The most common way, yet also the darkest, is by KILLING your opponent/s. This will add negatively to your reputation, which in turn can lower your Rank and make people not trust/lose trust in you, but their corpses release more Cruia after their deaths; 1 CrP for each 100 BS points, which are multiplied by the Levels and Tiers. This Cruia goes into the Prize Cruia, allowing you to obtain more EXP than normal. If you REALLY wanna do this, it'd be best to kill Killer or certain Even Pokemon, since they can be threatening.


Speaking of BS, the workings of Battle Stats in-battle are like this: The Damage Rate of the chosen Move is multiplied by the user's Level, then (if they're a Pokemon) multiplied again by their Tier (ie. damage x Tier or 2). The result of that is then halved and added on to the points of the offensive stat that corresponds to the chosen move's Style, then finally subtracted by the target's corresponding defensive stat to get the damage dealt. Combatants with higher Accuracy than their target's Evasion have a higher chance of hitting them, while combatants with higher Evasion than their opponent's Accuracy have a higher chance of dodging them; 0.01% for every 100 points. Some Moves have select accuracies that affect the user's chance of hitting their opponent. There are other factors that influence damage, Accuracy and Evasion like Abilities, Move effects and Traits, with the most prominent being Elements. Ones that are effective deal 1.25x more damage, while ones that aren't deal 0.75x less damage. Moves of Elements that match the user's own also gain a 30% increase in their Damage Rates. Another factor of damage is Critical Hits, which work differently in Neoverse battles. Every combatant has a weak spot or two on their body, called Critical Spots, be it a natural weakness or otherwise-acquired soft spots. The primary examples are Pokemon Crests, which seem to be sensitive to pain. Hitting them will be like if a nerve cluster was struck. Hitting weak spots in general increases the damage dealt by 1.3x, though doing so can be difficult; compared to hitting an opponent, hitting a Critical Spot is 50% harder, meaning your Accuracy would need to be rather high to have a good chance of hitting them. Large blows that target the body, even if they hit Critical Spots, won't always count as Critical Hits however. Only attacks that hit the spots dead-center or push into them will count. Large blows tend to have a -25% chance of hitting Critical Spots, due to not focusing on one part of the target's body, while smaller, more direct ones have a +25% chance. Stat changes are also still a thing in the Neoverse, being called Positive and Negative Stat Anomalies (or P/NSAs for short). The amounts they change by varies more in these games, going up and down in percentages rather than stages.


For some additional info on Moves, each one also has Priority, which is shown as a number that tells how many Chances are needed to perform a Move or when they'll be over. Having greater Speed can hasten them, but they may also leave you open depending on what they make you do. They also have Width, which shows how much of a Side they hit. Some Moves will hit in a straight line, some hit one opponent, some cover an area, some hit fixed Spaces, etc. Some Moves may even hit the entire battlefield! This is quite important, as hitting the right places can mean the difference between victory and defeat. You may even be able to leave behind some damage to keep foes from using certain Spaces...


Aterrians have slight regenerative capabilities during battle. After a Turn has passed they'll recover 5-10% of their Cruia, which in turn restores a bit of their CP. They'll recover double the amount if they successfully Guard for a Turn. A lot of Moves deal damage, but those that don't, called Status Moves, are pretty important too. As they focus on raising or lowering one's capabilities, they tend to have greater effects than damage-dealing Moves which have their own. As mentioned before, Katas use Cruia and thus have Elements, with many bearing one and a few others bearing two Elements, in which case the damage dealt is split in half between said Elements. The same applies to Battle Stats when Moves with more than one Style are used. These can be useful in sneaking around an opponent's defenses. Combatants that dwell in the background are usually massive, and there can only be one out. Size can add to or take away the damage they deal/take, and expand the Width of their Moves. They're quite useful, and also quite difficult to take down unless you have your own massive ally. Bigger allies can also allow smaller ones to climb onto them and gain vantage points, or even aid their bigger ally in a way. Only ones in the Spaces can be climbed though, and you can be knocked off them if hit by a strong attack.


As in the original series, there are some moves that inflict status ailments on combatants, which are called Afflictions. Afflictions are split between Elemental and Physical, and it's possible to have more of one kind at a time, though not all of them would be possible to have. For example, you can't be afraid when you're enraged, and you can't be frozen when you're on fire. The Afflictions are as follows:


ELEMENTAL

  • Burning: The combatant's body is covered in flames, which damages them every time they perform an action (aka use a Chance). The damage they take is equal to 2% of their HP. At the end of a Turn, they take damage equal to 7% of it.
  • Heavy Burning: The combatant is either covered in especially-hot or entirely covered in flames, which deals them 5% damage per action and 10% at a Turn's end, and may prevent them from making any actions at all.
  • Singed: Known as an After-fliction, this is after the combatant has been doused of the flames. The parts of their body that were burning will be Singed for a certain amount of Turns, which act as Critical Spots (present Critical Spots cannot be Singed.)


  • Paralysis: Static electricity prevents the combatant from moving very well, halving their Speed and Evasion.
  • Full Paralysis: The combatant is completely unable to use Moves or move around for at least one Turn.
  • Wonky: After the paralysis wears off the character will be left trying to regain their full motion, their Speed and Evasion lowering by a third and the possibility of a Chance or two being lost due to the Wonkiness.


  • Poisoned: The combatant has been poisoned by venom or a harsh chemical, and loses 5% of their HP at the end of the first Turn they have it. This number goes up by 1.5x with every passing Turn.
  • Badly Poisoned: A dangerously powerful liquid or gas takes away 10% more of the Afflicted's HP with every Turn that passes, and may make them too woozy to use a Chance or two.
  • Queasy: Though the poison is gone the character will be a bit sick for a while. They use up twice as much CP during the Turn/s they have this After-fliction.


  • Frozen: The character is becoming frozen, halving their Defense and Evasion and limiting the kinds of actions they can make, particularly Moves.
  • Totally Frozen: The character is completely frozen and unable to do anything until they are thawed out. They can break out of the deep freeze themselves if they're strong enough or have an Element that's effective against ice.
  • Frostbitten: The character's body is brittle from the cold, reducing their Defense and Evasion by a third until it goes way.


  • Drowsy: The character is in a drowsy state, and their Speed and Evasion are halved as a result. Unlike other After-flictions, this one happens before the Affliction, thus making it a Prior-fliction.
  • Sleep: The character is lulled to sleep, preventing them from doing anything until they wake up. They can be awoken by loud noises or being hit by a strong attack. On the bright side, this increases the CP they recover naturally by 50%, lets them recover 10% of their HP with every Turn that passes, and they can even use certain Moves while asleep, if they have any.
  • Deep Sleep: The character is in such a sleepy state that they can't be woken up by anything except a strong effective attack. The CP and HP they recover from before, and any damage dealt with Moves are doubled while in a Deep Sleep.


PHYSICAL

  • Stunned: This one happens whenever a character is hit by an especially-damaging attack or their Guard is broken, which makes them a bit dizzy and prevents them from making a move until the end of the Turn. They do have a chance to recover during it though.
  • Knocked Out: If a character keeps getting hit by strong attacks while Stunned, they have a chance of being knocked out, rendering them unable to fight until they regain consciousness. They may wake up after a few Turns, though it's recommended to get them off the battlefield instead, or use a Revive on them.
  • Confused: This can sometimes happen when someone is smacked hard while Stunned. In their daze, their chances of hitting and dodging their opponents are randomized, and they may sometimes hit their own allies or themselves.


  • Fancying: Another Prior-fliction, a combatant is..."moved" by the sight of their enemy, and won't attack them with as much force. Damage against the Fancied combatant is halved by the Fancying one.
  • Infatuated: The combatant has fallen for another one, and will not attack them in any situation, even if attacked themselves.
  • Lovestruck: The combatant is fully in love with another, and not only won't attack them, but will attack anyone who hurts them, including allies!


  • Haunted: A state in which a strange presence or energy lurks around the combatant, siphoning them of either their HP or CP whenever a Turn passes. The amount taken is equal to how much they lost/used this Turn.
  • Cursed: An outright-ghostly essence is mysteriously weakening the Afflicted, removing them of DOUBLE the HP and CP they used/lost AND lowering a random stat of theirs by one tenth at a Turn's end.
  • Spooked: After the Haunt/Curse wears off the combatant will be left on edge, occasionally getting distracted by make-believe noises and may mess up a Chance or two. Their stats will also be lowered by a tenth each, everything lasting until their Spookedness ends.


  • Tired: This status is gained whenever the combatant is low on either HP or CP. Their movements will be sluggish and they will deal 2/3 of the damage they normally deal.
  • Weak: Gained whenever a lot (at least 5) of the combatant's Battle Stats are low or when their Vitality is dangerously low. They will take twice as long to use their Moves and deal half the damage they usually deal.
  • Fainted: If the combatant's HP falls to 0 by a non-fatal blow or their CP falls to 0 from overuse of Moves, they will faint and be unable to fight until healed/restored. A Revive is the most basic way to do this.


  • Annoyed: A combatant who has grown tired of missing a lot or taunted in some way, which will cause them to focus more on a certain opponent and ignore their allies at times. It will wear off if they land enough hits or have time to calm down.
  • Agitated: The combatant grows angry, lunging out at anyone they find irritating. The damage they deal is raised by 1.25x, but they don't listen to their allies anymore, nor will they help them out a lot. Ones they're close to may be able to bring them to their senses however...
  • Relieved: The combatant is recovering from their tantrum, but are still somewhat angry and will deal 1.15x more damage to whoever they hit.


  • Frightened: A combatant who has become tensed at the sight of a powerful opponent or personal fear. Frightened combatants have a 50% chance of not attacking the thing they're afraid of (or not attacking at all if it's something else), and their Defense drops by a tenth when they DO attack their fear, or are attacked by it.
  • Terrified: Fears can get the best of someone, and this is the Affliction gained when that happens. Terrified combatants will outright flee the battlefield, returning to their PESes (if Pokemon) or hiding in the background (if humans.)
  • Shaken: Even when a combatant shakes off their fear, they will still be a bit scared and will gain two drops in their Defense until they can shake it off.


  • Ravenized: An Affliction unique to a certain Element, Ravenization can only occur on Pokemon...ordinarily. When hit by a Move with a certain "touch", the Pokemon will become infected with a rage that makes them act monstrous, almost like a Killer. This increases the general damage they deal by 1.25x, but it also grants them a certain debuff depending on what their Nature is.
  • Rogue: A state Pokemon enter when Ravenization takes complete hold of them, which is also a classification alongside Tame, Neutral and Wild Pokemon. They become completely uncontrollable in this state and deal 1.50x more damage than normal. However, they also lose a 10th of their HP with every Turn that passes, due to the terrible pain of the infection. If it's not cured before they faint, the Pokemon will become unable to fight for a long time, even after they've been revived.
  • Twitchy: Even after the Ravenization has been cured, the affected Pokemon will still feel some lingering pain and rage. The debuffs they get from Ravenization will remain, but at half their effects.


  • Ringing: Loud noises will harm the ears of sensitive combatants, leaving them ringing. This will make it hard for them to hear things and thus lower their Evasion by 15%.
  • Deaf: When one's eardrums feel like they've burst, they become deaf for a time. This makes them unable to hear ANYTHING and ruin their concentration, lowering their Evasion by 30% and the damage they deal by half.
  • Easing: The ears are regaining their ability to take in sound, but the combatant will still be rather dazed in this state, lowering the damage they deal by 20% until their hearing fully returns.

More will be added in the future if I can think some up.


Another feature of battles is Combos, which are split between Chained Combos and Gang Combos. Chained Combos occur when a solo combatant manages to get two or more hits in before their opponent, the following attacks of which deal more damage as they go on. Team Combos are where multiple combatants attack an opponent one after the other, which don't deal more damage but can be destructive. Both can do/have the following:

  • Chained Combos
  1. Each following hit deals 1.1x more damage and has a 10% additional chance of Stunning opponents.
  2. Chained Combos can interrupt an opponent's charging Interval, during which they have a 30% chance to be Stunned.
  3. The finishing move deals 1.3x more damage than normal.
  • Team Combos
  1. Enemies may have their actions halted.
  2. Team Combos have a 20% chance of Stunning opponents.
  3. If they hit one at the same time, the opponent takes 1.3x more damage than normal.

Last parts about the battle system is about the battlefield itself. Alongside there being different sizes for it, the battlefield may also have Field Features, which range from weather to natural hazards to hidden traps. Weather has different effects such as strengthening Moves of matching Elements, limiting visibility and making it harder to hit your opponents, volcanic geysers that fill the area with lava, it's all very variable.


Overall, the battles are VERY different from the original ones, though I wanted to keep them somewhat similar so they wouldn't feel out of place.


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That's it for this part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309034


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