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Pokémon game clone — playable in browser + downloadable for PC#9

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ilikevibecoding wants to merge 23 commits into
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cursor/bc-757438bf-7f6b-466c-819f-04ba05792866-fab1
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Pokémon game clone — playable in browser + downloadable for PC#9
ilikevibecoding wants to merge 23 commits into
mainfrom
cursor/bc-757438bf-7f6b-466c-819f-04ba05792866-fab1

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@ilikevibecoding

@ilikevibecoding ilikevibecoding commented Jun 9, 2026

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What this adds

A complete Game-Boy-style Pokémon fan game in a new pokemon/ folder, using real public assets (PokeAPI sprites/cries/data). Nothing else in the repo is touched — the phone-gift site and Unity project are unchanged.

Play it

  • Browser: https://ehpurple.com/pokemon/ (deploys automatically when this merges to main; note the domain's DNS currently points away from GitHub Pages and needs fixing at the registrar)
  • PC offline: click "Download PC version" under the game → unzip → double-click index.html. No install needed; saves persist in the browser.

Features

  • All 151 Gen-1 Pokémon — authentic battle sprites (front/back), party icons, and real cries; genuine base stats, 18-type chart, level-up movesets, evolutions, catch rates, and growth curves baked from pokeapi.co (no internet needed at runtime)
  • Full adventure across 4 towns, 3 routes, and a cave: Professor intro + name entry → starter choice → rival battle → Verdant City (Boulder Badge, Rock gym) → Route 3 → Lakeside City (Cascade Badge, Water gym) → Granite Tunnel (Team Shadow story event with reward) → Summit Village → Victory Hall Champion battle vs your rival + credits roll
  • Lakeside is a full city: asphalt streets, crosswalks and concrete buildings, with explorable Arcade (Lucky Wheel mini-game — pay to spin for items/money/jackpot), Museum (readable exhibits), Café (one-time free gift), Apartments, and a Bus Station
  • Bus fast travel: bus stops in all four towns — pay a fare and ride to any city you've already visited
  • Badge-gated storyline with an objective tracker in the pause menu so you always know the next goal; gate NPCs point you to the right gym
  • No forced battles: trainers fight only when you talk to them — exploring is always safe
  • Auto-save after battles, map changes, heals, and purchases (plus manual save + exportable save codes)
  • Per-move battle animations: Scratch draws claw slashes, Ember/Water Gun throw projectiles that burst on impact, Thunder Shock drops a lightning bolt, Razor Leaf flings leaves, Growl emits roar rings, stat-ups sparkle, status powders sprinkle — mapped by move and type
  • Complete battle engine: Gen-1-style damage formula, STAB/crits/effectiveness, stat stages, PSN/BRN/PAR/SLP/FRZ + confusion, multi-hit/drain/recoil/priority/OHKO/Struggle, catching with the real capture formula and ball-shake animation, exp/level-ups (1.5× for a comfortable demo curve), move learning with replace prompts, evolutions, trainer AI, prize money, gentle blackout (−10% money)
  • Menus: Pokédex (seen/caught + flavor text), party + summary screens, bag, shop buy/sell, PC box, chiptune music & SFX, touch controls on mobile
  • Crisp pixel font with proper lowercase descenders and consistent uppercase naming like the original games

Bug fixes this round

  • Shared Center/Mart interiors now exit back to whichever town you entered from (previously always dumped you in the first city). Blackout respawns remember the correct town too.

Testing

  • node --test pokemon/tests/formulas.test.mjs — 7/7 battle-math unit tests pass
  • node pokemon/tools/lint_maps.mjs — all maps validated (warps incl. shared-interior "return" exits, NPCs, signs, encounters)
  • pokemon/tests/e2e.mjs (Playwright) — full smoke test passes over HTTP, over file://, and against the unzipped PC build: intro → starter → rival battle → wild catch → save → reload → continue
  • Dedicated probe suites verified: return-warp fix (Center/Mart exits to correct town), bus fast travel (visited-only + fare), Lucky Wheel / Café gift / Museum, no-aggro exploration, badge gates, Water gym + Cascade Badge, tunnel story event + reward, Champion battle + credits, per-move FX (screenshot review)

Notes

  • The deploy workflow zips pokemon/ into dist/downloads/pokemon-pc.zip; classic scripts + no runtime fetch is what makes the offline double-click experience work.
  • Fan project disclaimer + asset credits in pokemon/assets/CREDITS.md / pokemon/README.md.
Open in Web Open in Cursor 

cursoragent and others added 10 commits June 9, 2026 18:43
Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
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…rld data

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… title, intro

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Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
…gnment

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…verhaul

Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
…mmit, victory hall, story gates, objective tracker, credits

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…nts, bus fast travel

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…sting

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…allowance, Ember +15%

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Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
…em-dash glyph)

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… you-are-here marker

Co-authored-by: ilikevibecoding <ilikevibecoding@users.noreply.github.com>
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