
POCKET Fighter
Choice to Win! Real-time Turn Game! POCKET Fighter
1 follower
Choice to Win! Real-time Turn Game! POCKET Fighter
1 follower
POCKET Fighter is a real-time turn-based game with simultaneous attack and defense. Without collection. Without pay-to-win. Without a character tier. It is a game in which everything is decided only by the choice of yourself and the other user.







Free

AssemblyAI — Build voice AI apps with a single API
Build voice AI apps with a single API
Promoted
Maker
📌There's a reason for every game system. Still, I wanted to challenge myself.
Real-time Turnover Game - Pocket Fighter
POCKET Fighter's "POCKET" means a mobile device in your pocket,
Power Of Chosen Knights, Eternal Tournament is an abbreviation of the story line.
It is based on the fact that the powerhouses invited to the competition called POCKET, which is destined for the earth, and the competition, are at the peak of each other.
Comics, Cartoon expressions were used to simplify and minimize eye fatigue.
The slogan of POCKET Fighter is [Choice to Win].
Each player is played one-on-one, and there is no movement or complicated manipulation. In addition, when the turn is in progress, the offensive turn and the defensive turn are played at the same time, and the game is decided by the "selection" of that turn.
Only punch and kick attack types and position types at the top, middle, and bottom are required for the attack turn.
In the defensive turn, it is a simple game where you can choose whether to use your character's defense, anticipate the opponent's attack type, location type, counter attack, or completely avoid the attack.
You can use an emoji to communicate with your opponent during a match, which includes the type of attack and the type of location. Whether or not you believe the type the opponent tells you is also a player's "choice" factor.
One of the unfriendly quirks of POCKET Fighter is that they do not expose the absolute value of their physical strength to each other.
POCKET Fighter characters have a set maximum growth value, and their stat changes due to some characteristics to prevent the complete identity. However, since the fluctuation is not large, if you look at the reduced physical strength levels, it can be a boring play that flows in one direction and understands the opponent's growth level. Therefore, it is designed not to expose the physical strength level, but to only guess each other's physical strength through a physical strength message.
Until we mix up the workshop with each other, we don't know if the other person is a character who has not grown at all or if he or she has better characteristics than he or she has, and we have to fight only by choice.
The other one of the unkind quirks that POCKET Fighter has is no tutorial.
The planner is an old person, so he learns while being hit, and instead, he remembered the game guidebook he watched until the book was torn apart when he was young and built it into the game. So far, it's an area of emotion, and in fact, the game is not complicated enough to put in a tutorial. Still, it's true that you have to put it in to understand all the systems, but.. I also thought this was a fun way to dig deeper into simple games, and I decided to deal with the problems caused by unkindness.
Currently, the opinion that there is no match due to the user feedback of POCKET Fighter is mainly based on the opinion that there is no match. In relation to this, Ai or bot system is being requested, but we are planning a way to get a match through a global launch before Ai matching.
Dreaming of his own Pikachu but being pushed by the stars, hit by arousal and forgotten by the tier mark.
- Pikachu, the animated film I saw as a child, was a star of children from the first episode and has been a symbol of Pokémon for many years now. Adults with dreams of that time may have wanted to be with their own Pikachu when playing games, especially when choosing and collecting and playing characters. However, due to the growing variety of characters and the resulting performance differences, we treated our friends who had been struggling together as " Pidgeotto" rather than "Pikachu" and followed the ratings and tier tables. I wanted to get out of this.
Pay to Win, why do you have to spend money to move on?
- Since game companies are companies, it is right to pursue profits. It is also the joy and joy of game users to clearly show the difference in appearance and performance with users who have not spent a separate cost. However, I also wanted to get out of the case where such a thing is an extreme shortening of the period or actually a mandatory thing, not a simple choice.
Let's make the game itself a random choice, not 100 free, 1000 free.
- Even if it is not a collection game or a collection game, a lottery element is included to induce fun and interest of users. Waiting for the lottery win to see what will come out and whether I can get a stronger character. However, this also came to be a P2W element in a different way. I wondered if the random element could provide technology and characteristics for each match by the game system itself, rather than selecting what affects the game.
I don't like holding onto it for a long time, and I wonder if it's a game to leave it alone.
- From the perspective of gamers who enjoyed playing mobile games from feature phones, smartphones offer free methods of operation, but certain games are more difficult to operate than when you physically press a number pad. Slip, press incorrectly, and be ambiguous. In addition, busy modern people have their own lives, so they want their characters to be strong even when they are not manipulating themselves. However, games must have the will to choose (though neglect is also optional), and I wanted to escape from having to keep holding on to the action.
Is it impossible to win if you don't have good control?
- I liked games and played a lot, but I wasn't good at controlling them. When I lifted the gun, the Aim shook, the command input twisted when I tried to use the technology, and the mouse slipped while missing the situation. It is fun to clearly show the difference in skills in this manipulation process, but I wanted to create a game that could produce a match even if the physical ability could not keep up.
We hope that each other's content will be valuable only to each other and the users themselves.
- The online/mobile games experienced so far, no matter how big a game is or a team with a lot of experiences, it seemed very difficult to balance the power of a game where characters had to be added continuously. If you lower this, that's strong, and if you lower that, it stands out.
So, I don't have any major or related experience, but I thought about it. If characters who are similar but have some differences fight, or if they use their opponent's power, it will be a battle of choice in the end. Therefore, there is no stage. Rather than moving on to the next stage by gathering three stars, they made each other act as stages that may be easy or difficult for each other.
- Personally, I like the Three Kingdoms. It recruits talent, and the value of the base increases only with talent, not regional characteristics. Likewise, it would be nice if the user's own value was recognized by the score and system. It raises its reputation and gives only the top users titles. Crews compete for rankings, and the reputation of crew members is simply added up. If you come in as it is, you will lose as much as the user's reputation, so the crew will be strong just by recruiting strong users. I hope that the existence of such a strong user itself will be valuable, and I used a method that is not commonly attempted.
To sum it up, I think you can think of it as a rebel in the game world. Or, for a reason, I made a raw game where all the things I put in were taken out of the spirit of the indie game. But one way or another, as the game has the name 'game', I just hope it will be enjoyable.
Thank you😁
Report
