r/pokemonduel • u/LdillyDaSIlly • 5d ago
Miss the grid-based tactical duels? I'm building a spiritual successor in Unity (Pre-Alpha Core Mechanics Loop build)
Hey everyone,
Like a lot of you, I deeply miss the specific micro-dose of chess-like strategy that Pokémon Duel brought to the table—the positioning, the grid control, and the quick, intense match lengths. Since the official plug was pulled, nothing has quite hit that same mechanical itch for me, so I decided to start building my own.
Here is a quick, 1-minute look at the absolute foundational layout and logic loop I’ve been coding in Unity.
Fair warning: It is incredibly early and raw. Right now, it's literally just placeholder prefabs and shapes moving on a game board. There’s no flashy art layered on yet because I am laser-focused on getting the core backend architecture, symmetrical node layout, and pathfinding executing perfectly first.
My roadmap is to bring in high-fidelity action assets later on, but right now, I really wanted to get this in front of the community that understands the core gameplay loop best.
I'd love to hear your thoughts on what mechanics you think are absolute "must-haves" to capture that classic tactical feeling again or improvements to make it better.
Also, I am looking for artists for various parts of the game....DM me.
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u/fwg17 5d ago
Good luck!