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Dude I love this demo. I would pay good money. Do you have plans to continue it? Also what's your discord

Hi! Such lovely comments thanks. No I currently have no plans to continue the game since I don't have a playdate anymore. But I may start up the project again in the future as a community project to extend it together or something. We'll see :).

Would you consider making it for the Atari VCS? I could get you in contact with the right people there if you're interested. It's probably one of the easiest consoles to publish on at this time

no, because its built specifically for Playdate with Pulp. Doing so would basically mean starting over.

Good start. But, shortly after starting the game, I had a Kiku which died, then the menu allows me to select Stika, which then says 'You switch your Pulpmon for to Kiku' and then repeats the same menu listing Stika. So, got stuck in that loop with no way out before I even saved the game.


A couple of other smaller things I noticed:

The menu is on the A button. Why not put the options into the Playdate menu and then have the A button available for other things?

PulpDex can't be navigated with the D-pad, it should ideally work with both crank and D-pad (much like the Playdate's text input).

When you open the Pulpmon menu item, the selection arrow appears next to both Pulpmons until you move it.

B button doesn't close the menu (though would also be fixed by using the Playdate's menu).

Unable to change order of Pulpmon.

Leveling Pulpmon doesn't appear to do anything yet.

This is some insane programming within the limits of pulp.  I don't even think the panic devs did this type of stuff for their gamejam games.  I'm trying to program a similar game (totally different play experience, but also involves collecting unique objects and then referencing their stats for battles), so I'd love if you could answer some questions about the code:

The way you used npc_trainer_all was really cool. Did you actually have to place the tile somewhere in order to call it? I didn't see the tile in any of the rooms.

Where did you learn to use the "mimic" function? The documentation on it is really limited (just says that one tile will "mimic" another when you use it, lol).

Hello. Would love to play this game in it's entirety, but the problem RudeBox Studios brought up about the trainer battles not working correctly still exists. I haven't seen any updates on this recently and was just wondering if there is any status on it. This game looks amazing and can't wait to play it.

Hi! No update on a bigger release yet. I have a very busy schedule so unfortunately didn't get a lot of time working on Pulpmon. 

As for the RudeBox Studios bug, I'll have a look when I have time! Totally missed his comment about the trainers before. 

Just fixed the trainer issues. Hope it's ok now! Let me know if you run into any more problems.

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Definitely a good start. I look forward to seeing more from this.

A problem that I ran into while playing the game, 

When you beat one of the trainers, all of the trainers say their lines that they say when you win the battle, Example:  

I beat bug trainer Jim in a battle, then when I go to fight another trainer all he/she says is "Well I guess it's ok that you won" or something like that.

Also, I think you should turn the catch rate up, I had a pulpmon down to 1 life and I used two nets on it, and I couldn't catch it.

Otherwise, I love the game, Keep it up.

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Hi! Catch rate is not yet related to the health of the monsters yet. Will probably up add that calculation soon thanks :) 

Just fixed the trainer issues. Hope it's ok now! Let me know if you run into any more problems.

Your game is fire. I love it so much, it works very well on the playdate console and I am excited to see what you add next

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Cool thanks!

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A thousand pardons, but how does one actually play this game?

It is a game for the Playdate. You have to sideload it to the Playdate OR install the Playdate SDK to run it.

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Right! That actually makes a lot of sense now. Thanks for filling me in!