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Pokémon Spinoff: Digimon Adventure TCG

I downloaded this over a year ago, finally got around to playing recently and thoroughly beating this build. Thought I'd re-read the thread, did, ran out of time to comment, and saved a backup copy of what I wrote -- and am only now returning to type out my thoughts weeks later. I got too excited seeing talk about updates beyond the version I was playing (not sure which version I have anymore). Was tragic to see this reply 🥲 Sorry if it's a bother, but I will list out some things (below) that may be worth fixing/changing if you ever get in the mood to come back to this project.

Guzeinbuick, thank you so much for putting this together, it was very fun! I had such a fun time playing. Loved how the pace of battles in this one ended up being distinctive, compared to the other fan spinoffs I've tried. Your balancing choices allowed for slower development in duels and made it less centered around attackers that can deal high damage for a low investment on Energy cards. I don't know if the simplified terminology used in this is common elsewhere, but it was kinda fun too (having played the original game a lot). Not sure I have much to add that hasn't been said already about the art(great!) and balance of the game, but it really had a special charm. The card balance isn't perfect, sure, but it still makes for a fun experience.
(I know this project is effectively shelved forever, but will nitpick and say some things as if it weren't after the line break anyway)
I sure hope the formatting matches what it looks like in the preview, this turned out to be a long BIG GIANT reply...



That noted, there were some things I noticed that were maybe actual bugs (along with a few typos/minor errors). I didn't pay as close of attention as when I originally played TCG Neo a while back, but I ended up making a few notes anyhow. Some things make more sense when seeing things that must've changed from version to version (e.g. Why is Steve's deck called the ~"Legendary Azulongmon" deck when this spinoff now contains 0 of that Digimon?). Figured I'd share some here, even if they may have been already known or noted before.

One of the big ones that stood out to me was how the "Water Gun"/"Hydro Pump"-like attacks works for various Digimon. Syakomon has "Black Pearl Blast" and Gizamon/Depthmon have a "Water Shock" attack, all of which work fine. From what I tested, both Shellmon/Seadramon unfortunately have a "Water Shock" attack that does not behave as the description says. Each will deal 20 damage with two Water Energy cards attached, but still deal 20 with a third Water Energy (I think the expected amount is 30 damage). They will do 30 with four Water Energy and 40 with both five and six(or more), so basically they take an extra Water Energy to deal the amount you'd expect. I originally had tested these interactions out with a only-water type deck for all Digimon I could find, but later when I played with Shellmon I noticed something else (haven't yet re-checked all cards with similar effects). It seems if you attach a non-Water Energy when you have an amount that's dealing 10 less damage than expected, it goes back to functioning properly. Example: if you attach 3 Water Energy and deal 20 damage (should be 30), if the next turn you attach an Earth Energy you will start dealing 30 damage each attach (returning to the expected amount). Seems to be the same at 4 Water Energy + another non-Water Energy.

I know the CPU players and their "AI" are incredibly primitive, but there are some examples of attacks they just... won't use? I identified some (probably others which are unlisted here), but figure you may have a better idea of why this happens? I first thought it was because some attacks with higher Energy costs were listed first (differing from the base game) for cards like DemiDevimon and Herissmon (won't use their "Sharp Claws" attack) and Jellymon (won't use its Colorless "Spiral Kick"). However, there's at least LadyDevimon, which won't use its Colorless "Evil Whisper" attack, despite the cheaper attack being listed first. Wasn't sure if that was a complication resulting from the card wanting 3 types (generic/Dark/Fire) of Energy, or what was to blame but I wanted to mention that I noticed this. Other examples off the top of my head would be both Palmon/Floramon not using their "Photosynthesize" attack to heal itself when they don't have enough Energy to use their other attack. Yanmamon also often skips over using its "Bite" attack, for no clear reason when it has 2 Energy attached. There's also a more generally inconsitent behavior that I noticed when the CPU opponent digivolves, uses "Swap Out"(Switch) or retreats: they almost always will not attack with the newly-active Digimon. I love when it happens when I'm losing, but can tell it's maybe not what's supposed to be happening. Also, I'm guessing the computer being dumb when they need 1 more Energy to reach 4 or 5 Energy and attack, but then opt to not add anything to their active Digimon isn't an easy fix? Not sure if any of this is a fixable issue, but wanted to report

Minor other stuff about attacks: Gatomon's "Lightning Paw" will show "0" damage initially, and then show how much it deals when the game picks its random target. Not the worst, but it has briefly surprised me a few times -- don't know if this is intended/required to make the attack function as desired. Looks like I didn't keep a record of others I obseved, but similarly: I think a few other non-damaging attacks also show themselves dealing "0" like this, even though I think the original game skips over that step for non-damaging moves (e.g. Piximon/Kangaskhan's "Fetch"). Having delayed a few weeks to type this out, I'm not as fresh with details (and have played the Kanto TCG by ContentlyForlorn in the past week+, hopefully I'm not mixing up things here). Wish I had an example here, but for some useless reason I just wrote myself this as a question in my notes (but was not referring to coin flips that result in 0 successes; I will try and return with an edit or separate reply if I think to do so later). Another CPU opponent problem is when the computer players use Andromon's & Thundermon's searching-deck-for-Energy "Power Reroute"/"Electrolysis" attacks, they not ever do anything when the CPU uses them besides shuffle their deck.

Mentioning that I, too, was confused by a few things (at least initially). The "Automatic Damage" explanation on the (single?) Apollomon attack wasn't clear to me, and I learned what it meant here. Don't think I checked through all in-game text or read all of the tips from the bookshelves around the map, but maybe it was explained somewhere? Also, minor thing: the bookshelf describing Courtney/Apollomon at the "Digimon Dome" mentions one of the original game's Moltres's attacks, "Dive Bomb". Coelamon being able to see what the other player draws was a bit confusing. The text box that appears says "You drew..." instead of the NPC's name, but I'm guessing that is more of a carryover from the original (like how the Challenge Hall introduces the first opponent as your character's name). It's hardly needed, but if the DGMN Power description mentioned this, it wouldn't have made me think it was a bug at first. Maybe I'm just slow, or it would've clicked for me sooner if I had started playing with Coelamon before I had played through 5+ collected medals. First put it into a deck when I was goofing around to farm a specific booster pack, so I had assumed it was just a bug with that specific NPC lmao. Gave me a big "OHHH." moment when I noticed the effect stopped when I finally collected and evolved one into a Piranimon.

It's minor, but 3 Digimon have a "Lv X" listed in their names for the menus/visible on their cards, like the Pokémon would. Digitamamon/Piedmon/MagnaAngemon appear as "Lv 1/6/4" respectively. Another subtle text carryover from the original is that some dialogue/text boxes still use the names of their original Pokémon TCG cards. This is predominantly limited to the trading talks with Ishihara and the lady who tells you what reward you won from the randomly recurring post-credits Challenge Hall events. I specifically remember this being the case with Hyperenergize (being called Super Energy Retrieval), but I think it happened with another card, too. Found in the same places, the names of Andromon/Elecmon are swapped, for some reason (both when winning them from the Challenge Hall and when trading Ishihara).



Spoiler: less fun feedback-y stuff, "give me MORE" whining, etc.


In the spirit of some other comments, I'm going to vaguely list off a number of decks I put together with a rough description:
Spoiler: spoiler for decks within


Wow, that was a long one. Hope it's not so wordy that it's illegible.
But enough about that, I want to reiterate that I love all of the effort put into this. So much lovely pixel art and small details (changing Trainers to Tamers, etc.) that really show it off as a work of passion for Digimon. You really made a unique play experience. Thank you
Holllllyyyy shiiiieeeettt that is a lot to take in! Can I just say I absolutely love these deep dives into my hacks. It gives me so much pleasure to know that other people are enjoying my games this deeply!

I really appreciate all the insightful feedback; it really feels like you've picked up on every single thing!

I'll tell you what. Summer vacation starts in two weeks and I should have a lot more free time then (believe it or not I'm a teacher lol. I make Digimon stuff for my students). The PokeTCG Disassembly has come a long way and although I'm not the best programmer around, even I should be able to iron out most of the kinks in my original Digimon Adventure TCG if I remake the whole thing using the Disassembly (I still have all the assets ((graphics)) lying around on my computer).

Hmmm....

Let's make it a MAYBE for now... BUT... There's a chance... no, a good chance...

...that...

....I'll...

...Remaster this game. :)







But no promises! ;)
 
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