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Pocket Quest

  • 2d
  • pixel-art
  • rpg
  • monster-collector
  • turn-based
  • retro
  • adventure
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Quest yet. Play it, then tell the creator what you would add next.

Make your own game

Pocket Quest was built with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Pocket Quest opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Pocket Quest

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Rebuild "Pocket Quest" as a self-contained, playable 2D pixel-art monster-collector RPG in a single HTML page using a 320x240 pixelated Canvas 2D viewport, scaled responsively with crisp nearest-neighbor rendering. The game should feel like an original retro handheld JRPG: dark navy outer page background, pale blue/white framed UI panels, monospace pixel-like text, simple procedural blocky creature icons, and an intentionally compact Game Boy-era presentation. The title screen visibly presents a large boxed "POCKET QUEST" logo with the subtitle "monster collector rpg", three small pixel creatures underneath (orange/fire, blue/water, green/leaf), and a boxed menu with a red triangular cursor. The game supports keyboard and touch controls: Arrow keys or WASD move/navigate; Z, Enter, or Space is A/confirm; X, Escape, or Backspace is B/cancel; P or Tab opens Start; Shift opens Select. Include an on-screen mobile HUD with a four-button D-pad, circular A and B buttons, and Select/Start pill buttons.

Core flow: title menu offers a new game and, when a LocalStorage save exists, continuing. New game starts the player in the town of Listograd with no monsters, 200 money, three Potions, one Antidote, one Awaken, five Capture Orbs, and one Lab Pass. The overworld is a top-down grid of 32-pixel tiles with smooth tile-to-tile movement, a small player sprite, NPCs, signs, buildings, trees, paths, water, flowers, rocks, and tall grass. Use four connected maps: Listograd town, a small Home interior, a Laboratory, and Route 1. The town contains homes, a lab entrance, signs, a healing-looking building area, an NPC mother who directs the player to the professor and explains saving, and a child who explains wild monsters and Capture Orbs. The lab contains Professor Sosnov and three visible starter choices on pedestals: Embercub (fire), Aquaffin (water), and Budlit (leaf). Face/interact with objects and characters using A. Let the player cycle starter selection horizontally and confirm one; create the chosen level-5 monster, mark the starter as chosen, and show dialogue explaining that Route 1 is open and wild monsters can be captured. Doors/edge warps connect town to home/lab and town to Route 1; Route 1 has a sign noting a future closed cave/extension.

Route 1 has tall-grass encounter zones, water, rocks, flowers, trees and a trainer named Amy. After the starter is chosen, moving through tall grass has a chance to trigger a random wild battle, with encounters consisting of level 2-4 Mothimp (bug/poison), level 3-4 Voltkit (electric), and level 2-5 Pebblit (stone), weighted approximately 45/25/30. Amy has a team of Voltkit level 4 and Mothimp level 3; interact with her to start a trainer battle, and after winning mark her defeated and award 120 money. Collision blocks trees, water, rocks and occupied NPC/trainer cells.

Battles are turn-based and use a clear retro battle layout: opposing creature at the upper/right area and the player creature at the lower/left area, each with a name/level panel and HP bar, plus a bottom message panel and command menu. The battle main menu has Fight, Bag, Monsters, and Run. Fight opens the active monster's up-to-four learned moves; Bag opens category tabs for medicines, Capture Orbs, and key items; Monsters allows switching party members; Run attempts escape from wild battles but is refused against trainers. Display battle messages for attacks, misses, critical hits, type effectiveness, fainting, XP and status effects.

Implement the actual data and mechanics: creatures are Embercub, Aquaffin, Budlit and evolutions Blazebear, Tiderex, Florazor, plus Voltkit, Pebblit and Mothimp. Starters evolve at level 10 into their listed evolutions. Moves include Tackle, Scratch, Ember, WaterJet, LeafCut, Spark, Sting, SleepDust, Harden, Growl, and QuickZap, with the defined normal/fire/water/leaf/electric/bug/stone/poison typing, power and accuracy differences. Use stats HP, attack, defense, speed, special attack and special defense; level-scaled stats, XP gain, up to four moves, type effectiveness, same-type attack bonus, random damage variation, critical hits, attack/defense stages, priority for QuickZap, and the visible statuses poison, sleep and paralysis. Poison damages at end of turn, sleep prevents action for several turns, paralysis can prevent action. Enemy AI chooses the highest-scoring available move based on power, accuracy, effectiveness and priority.

Capture Orbs work only on wild enemies and have a base chance increased by how much the target's HP is reduced; successful captures add the monster to the party if fewer than six are present, otherwise send it to storage. Potions restore 20 HP, Antidotes remove poison, and Awaken removes sleep. Defeated wild creatures grant XP; leveling updates stats and learned moves, and starter evolutions trigger at level 10 with a message. If all party monsters faint, return the player to the Listograd healing location and fully heal the party. Include a party limit of six and storage beyond it. Menus should include party inspection, bag inspection, save, close/pause, and dialogue overlays. Start saves the world, party, storage, bag, money, flags and story progress to LocalStorage under `pocket_quest_save_v1`; the title screen can continue that save.

Render all maps, creatures, battle panels, HP bars, menus and overlays manually in Canvas 2D with crisp rectangular pixel-art shapes. Creature icons should be procedural mini sprites using species colors and lighter accent colors, with silhouettes/features unified across species. Use restrained retro colors: greens and blue water for the overworld, sandy paths, reddish/purple-roof buildings, pale blue/white panels with dark blue borders, and warm type-specific creature colors. Add short square/triangle/noise 8-bit sound effects for menu navigation, footsteps, attacks, doors, healing, and capture, plus simple looping square-wave world and battle tunes through Web Audio after user interaction. Keep the game original: use only the named original creatures, maps, icons and procedural art, not copyrighted characters or assets.

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