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Pokémon Deutschland

  • rpg
  • monster-catching
  • turn-based
  • browser
  • pokemon-like
  • hard-mode
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. Dhruv Dwidi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pokémon Deutschland yet. Play it, then tell Dhruv Dwidi what you would add next.

Make your own game

Pokémon Deutschland was built by Dhruv Dwidi 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 Pokémon Deutschland 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 Pokémon Deutschland

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 a browser-based point-and-click monster-catching RPG titled “POKÉMON DEUTSCHLAND.” It is a non-profit fan-style game using live Pokémon species, move, evolution, ability, type, artwork, and sprite data from PokeAPI (National Dex through #1025), with a dark navy desktop/mobile UI and no canvas overworld. The game is entirely screen-and-panel driven: the player clicks buttons to travel, fight, manage Pokémon, shop, and navigate menus.

Opening screen: use a full-screen dark navy background (#0e1726) with a centered rounded dark-blue panel outlined in blue-purple. Display the title “POKÉMON DEUTSCHLAND” in yellow pixel-style lettering, subtitle text explaining it is a non-profit fan build with PokeAPI data/sprites, “Hard mode,” eight typed gyms, catching, training, Mega Evolution, and leaderboard climbing. Include a trainer-name input with placeholder “e.g. RotomFan,” a yellow “Sign In & Play” button, a “How to Play” button, a red “Reset Save” button, and a note that there is no account server and saves/online matches/leaderboard are local to the device. The How to Play screen explains point-and-click travel through German-named cities, gym order and levels, catching with a shake animation, 60% EXP Share, token crates, party/move management, the post-gym-4 teleporter, and local bot-style online battles.

On first play, show a starter-selection screen with PokeAPI official artwork cards, species names, National Dex numbers, and colored type pills. Provide generation filter tabs Gen 1 through Gen 9. The starter list contains the three traditional first-stage starters from each generation (27 entries, deduplicated in the implementation), including Bulbasaur/Charmander/Squirtle through Sprigatito/Fuecoco/Quaxly. Let the player select one and click “Take this one.” Create it at level 5 with generated nature, IVs, ability, stats, level-up moves, full HP, and mark it seen/caught in the Pokédex.

After starting, show a sticky top HUD on all main screens. It includes the trainer name, clickable Bag, Party, Box, Dex, Map, and Online controls, money labeled “Poké,” token count, badges as “0/8,” and current German city, plus a Save button. Use dark cards, blue-purple borders, yellow highlights, green success buttons, red danger buttons, rounded corners, Verdana-style body text, and occasional Press Start 2P pixel font. Use compact colored type pills and official Pokémon artwork/sprites. Keep the UI responsive with single-column cards on narrow screens.

World structure: create a linear German-themed region with these city nodes and eight gyms: Anfangshafen (starting city, Pokécenter and wild area), Düsternburg (Dark gym, gym index 0), Nebelmoor (Psychic gym, index 1, wild area), Grünwald (Grass gym, index 2), Giftsee (Poison gym, index 3), Eisgipfel (Ice gym, index 4, wild area and Mega Shop), Feuergrund (Fire gym, index 5 and Mega Shop), Geisteruine (Ghost gym, index 6), and Erdtiefen (Ground gym, index 7). Connect them with Route 1 through Route 8. City screens show the city name, gym description and badges held, buttons for Pokécenter healing, Pokémart, opening a token crate, trading in a Pokémon for one token, the teleporter when unlocked, a wild area where applicable, and gym challenge/rechallenge where applicable. Show route buttons in both directions where appropriate. The map screen is a card-based “Region Map — Deutschland” listing all cities, current city, badge progress, gym type, beaten state, wild-area tag, and Mega Shop tag; clicking a city moves there.

Progression and difficulty: gym levels are 5, 15, 20, 25, 30, 35, 40, and 50 in the above order; after all eight gyms, route/wild levels are around 58–61. Winning a gym grants a badge, money, and normally two tokens, and after four badges unlocks a teleporter to conquered cities. Trainer victories can have a 25% chance to drop one token. Use level progression with generated natures, IVs, EVs, abilities, stats, HP, EXP, and up to four moves. Pokémon gain EXP after battles; the active battler gets the full amount and other party members receive 60% through EXP Share. On leveling, recalculate stats and offer new level-up moves, allowing the player to replace one of four moves or decline. Support type effectiveness for the standard types, STAB, critical hits, accuracy, status effects, stat stages, recoil, drain/healing, and burn physical-damage reduction.

Route screens: each route should lazily generate a visible encounter list from multiple generations of non-legendary/non-mythical National Dex Pokémon, plus a list of trainers and a button for a wild encounter. Route cards should show the route number, destination, encounter species/art where loaded, trainer challenges, and travel controls. Wild levels should scale with gym progress. Wild areas should make the full National Dex available rather than only the route pool. Rare legendary/mythical encounters are excluded from normal route pools and can have a very rare random appearance (the implementation uses a 0.1% anywhere chance). Track route discovery and Pokédex seen/caught records.

Implement a turn-based battle overlay occupying the screen, with a bright blue gradient battle background and a battle root containing the player and enemy Pokémon sprites, names, levels, HP bars, status/state information, battle log, and action controls. Support wild battles, route-trainer battles, gym leader battles, and online-style matches. In battle, the player can choose one of the active Pokémon’s four moves, switch to another living party member, use bag items/balls where valid, attempt to flee from wild encounters, and Mega Evolve once when eligible. Resolve moves using PokeAPI move power, type, accuracy, damage class, PP, priority, effects and metadata. Apply type multipliers including immunities, show messages such as “It’s super effective!” and “It’s not very effective…,” animate sprites with shake/blink effects, and log actions. Enemies can inflict burn, paralysis, poison, sleep, freeze, confusion, flinching, and stat changes. If a Pokémon faints, automatically send the next living party member; if the entire party faints, heal them and return the player to the last Pokécenter with a blackout message. After a wild battle, return to the route; after trainer/gym battles, return to the route or city.

Catching: permit Poké Balls, Great Balls, and Ultra Balls only against wild Pokémon. Consume the selected ball, calculate capture chance from species capture rate, current/max HP, ball modifier, and status; show a ball throw followed by up to three visible shake cycles. On three successful shakes, display “Gotcha!”, mark the species seen/caught, and add it to the party if fewer than six or to the PC Box otherwise. On failure, display that the Pokémon broke free. Do not allow catching trainer Pokémon.

Party, Box, Dex, Bag, and shops: provide clickable modal/menu screens. Party holds up to six and shows official sprite, nickname/species, level, types, HP bar, status, and controls to reorder the party, manage moves, assign held items, and send Pokémon to the Box while enforcing at least one party member. The Box stores overflow and lets the player move Pokémon to/from the party, make a party member the lead, and manage moves. The Pokédex lists seen/caught status and species data. The Bag tracks potions, super potions, hyper potions, revives, full heals, Poké Balls, Great Balls, Ultra Balls, evolution stones, Mega Stones, held items, and Max Mushrooms; battle-usable healing/status items should work in battle. Pokémarts sell healing items, balls and progression items. Token crates cost 3 tokens and award randomized Pokémon/items according to the implemented crate logic. A Pokécenter fully heals HP and clears status/stat stages/volatile effects, and reverts Mega state. Trading in an eligible Pokémon at a center awards one token.

Evolution and Mega features: retrieve evolution chains from PokeAPI and present evolution options when their level, item, happiness, move, location, time, gender, or trade conditions are met; support the listed evolution stones, Everstone, and Linking Cord/trade-style evolution. After gym 5 / in later progression, include Mega Shops and Mega Stones. During a battle, Mega Evolve an eligible species once, applying the implemented species-specific or generic stat boost, with Mega-capable trainers from gym 6 onward. Support the implemented G-Max HP increase where applicable. Keep the UI explicit and menu based rather than adding an overworld avatar or invented real-time movement.

Online screen: include the game’s local “online-style” feature. It should present local bot battles against generated or locally registered teams, track online wins and losses, award money for wins, and show a locally stored leaderboard based on wins and Pokédex progress. If implementing the existing PeerJS hooks, allow peer-style matches, but retain the local-device/no-account framing. Persist trainer save data—including name, party, Box, money, tokens, badges, Pokédex, route/trainer/gym progress, items, current city, teleporter state, crate count, and online results—in localStorage. Include a deliberately cautious multi-step reset flow requiring confirmation and typed trainer name before wiping the save.

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