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November 18, 2025 19:02
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gameboy retro mon catcher game prompt
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| Implement a retro web game inspired by Pokémon Red. | |
| Include a demo playground map, with: | |
| - a shop that you can enter and exit | |
| - a small grass area that you can step into and encounter monsters | |
| - an NPC that you can talk to | |
| LAYOUT AND GRAPHICS: | |
| The screen resolution must be natively 160x144, scaled up 4x for rendering, with | |
| 16x16 tiles. Graphics must be pixelated and follow a GBC-like palette. The | |
| position and layout must be highly inspired by the original game. | |
| MAP SCREEN: | |
| The map must be tile-based, with a movement system where the character walks | |
| from a tile to another *smoothy*. Pressing A/W/S/D triggers movements. The | |
| character must face a direction. When a monster is encountered, there must be a | |
| transition from the map screen to the battle screen. When a door is entered, a | |
| small transition animation appears, and the user is moved to inside/outside. | |
| Inside the shop, there is an NPC you can talk to and buy items, including | |
| Potion and CatchBall. The player has infinite money for now. | |
| BATTLE SCREEN: | |
| The battle screen must include the opposing monster sprite (front-facing), and | |
| the player monster sprite (back-facing), their names/levels/HP-bars, and a | |
| battle menu at the dialog window on the bottom of the screen, with options: | |
| - FIGHT | |
| - PARTY | |
| - ITEM | |
| - RUN | |
| The FIGHT option allows the user to pick a move. A turn then takes place: | |
| → fastest mon uses an attack, affecting the other mon (update HP, etc.) | |
| → slowest mon uses an attack, affecting the other mon (update HP, etc.) | |
| → back to the original battle screen | |
| Include dialog messages narrating each event. | |
| Include attack and smooth HP bar animations. | |
| the PARTY option allows the user to switch a mon available on their party. | |
| The ITEM option allows the user to pick an ITEM available on their bag. | |
| - Initially, include: Potion / CatchBall. | |
| The RUN option allows the user to attempt to escape the battle. | |
| Be careful not to overlap any text. | |
| MENU: | |
| When the user presses L (start) on the MAP SCREEN, the MENU shows up, with: | |
| - DEX: shows all seen mons | |
| - PARTY: shows the party (6 mons total, with 1 selected) | |
| - ITEM: shows the bag (initially, Potion / CatchBall) | |
| - OPTION: simple configs | |
| - EXIT: leaves the menu | |
| SOUND AND MUSIC: | |
| Include 3 soundtracks: | |
| - initial town | |
| - shop interior | |
| - battle music | |
| Each music must be playing on the corresponding screen. | |
| Include some sound effects for moves, attacks, presses). | |
| KEY BINDINGS: | |
| The J key should operate as gameboy A, allowing you to select things and do actions. | |
| The K key should operate as gameboy B, allowing you to navigate out. | |
| The L key should operate as gameboy start (launches the menu). | |
| The A/S/W/D keys should be used for movement. | |
| No other key should have any effect. | |
| IMPORTANT: MAKE IT COMPLETE. DON'T IGNORE ANY ITEM ON THIS SPEC. | |
| The game must be titled: "MonCatcher". | |
| The output must be a self-contained HTML file. |
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