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''See also [[Related Projects]] for open source monster catching games in progress.''
==Proprietary ==
=== EvoCreo ===
[[File:Screenshot 20180328-180334.png|thumbnail]]
[https://forum.tuxemon.org/thread.php?id=212 Original thread]
EvoCreo is the best mobile game in the monster catching-and-fighting genre that I've seen so far.
Although there are lots of things Tuxemon does better (for one thing, choosing 16px tiles means more of the map fits on screen), it's definitely worth playing. They've clearly put a lot of thought into making it easy to play on the mobile: buttons are in sensible places, things respond to being clicked on as you'd expect them to, etc (although there's still too much clicking to get to the next bit of text, which is something Tuxemon and Pokemon also struggle with).
Some things that are worth thinking about/work really well for EvoCreo are:
* They have some monsters wandering around the overworld, as well as tall grass encounters. This adds a nice mix, where you can chase/run away from some visible creatures, while also getting random results from the grass. For example, if there's just one creature you haven't grabbed in an area, you can wade through the long grass or you can just keep an eye out for one wandering around.
* They have some monsters wandering around the overworld, as well as tall grass encounters. This adds a nice mix, where you can chase/run away from some visible creatures, while also getting random results from the grass. For example, if there's just one creature you haven't grabbed in an area, you can wade through the long grass or you can just keep an eye out for one wandering around.
* Information about the battling creatures is visible if you tap on their HP bar: it tells you their name, level, what conditions they are subject to, their typing, exact HP, etc. Then that information is hidden again until you request it, giving a beautiful large battle arena (which looks pretty). You can even click each condition and it tells you what it is and what its effect is.
* Information about the battling creatures is visible if you tap on their HP bar: it tells you their name, level, what conditions they are subject to, their typing, exact HP, etc. Then that information is hidden again until you request it, giving a beautiful large battle arena (which looks pretty). You can even click each condition and it tells you what it is and what its effect is.
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* Healing potions that heal a percentage of total HP, + a fixed amount of HP. This makes them useful at any level.
* Healing potions that heal a percentage of total HP, + a fixed amount of HP. This makes them useful at any level.
* Separate move slots for Elite Moves, which have a really powerful effect but a slow recovery, and Heal Moves. There are a variety of Heal Moves, some of which have benefits other than just healing. I feel like these open up a similar design space to Mega Evolutions and Z-Moves in Pokemon.
* Separate move slots for Elite Moves, which have a really powerful effect but a slow recovery, and Heal Moves. There are a variety of Heal Moves, some of which have benefits other than just healing. I feel like these open up a similar design space to Mega Evolutions and Z-Moves in Pokemon.
* There are "classes" like Massive, Ice, Radiation and Insect which also affect type strengths and weaknesses, although I'm not sure how.
* In Trainer battles you can choose to retreat, but it's a forfeit (i.e. I think just like losing by another means).
* In Trainer battles you can choose to retreat, but it's a forfeit (i.e. I think just like losing by another means).
* There's a button you can press to find out what your current quest is.
* There's a button you can press to find out what your current quest is.
* You can "Glide" across voids and canyons, and have random encounters while you do so.
* You can "Glide" across voids and canyons, and have random encounters while you do so.


==== Types and Classes ====
== Dynamons World ==
[https://forum.tuxemon.org/thread.php?id=228 Original thread]


[https://ksr-ugc.imgix.net/projects/141845/posts/383647/image-200197-original.png?ixlib=rb-2.1.0&w=560&v=1357836678&auto=format&frame=1&q=92&s=569937d88c8bce93115b5e5d1e034022]
Dynamons World is a free-to-play (with microtransactions) mobile game.


On top of the "elements" (Normal, Air, Water, Earth, Fire, Electric, Nature, Light and Dark), there are "classes" like Massive, Ice, Radiation and Insect which each adds a type strength and a type weaknesses. For example the Flying class is weak to Electric and strong to Earth. ([https://aminoapps.com/c/mario/page/blog/war-of-the-alphites-what-a-really-confusing-challenge/vdVi_nunaZkoW5LvEva2YaR6zoj83jP Details]).
The first thing that stands out is that this has been designed as a micro-transactions mobile game. There's two in-game resources, gold and gems. Gold can be bought for money (or you can get a small amount by watching an ad). You can buy gems with gold, or win them (slowly) in the game. You spend gold on items, and gems on healing your monsters and levelling them up.


=== Dynamons World ===
*EvoCreo* included a few microtransactions, but they had clearly been bolted on. Dynamons World is built around microtransactions, so the game already has a feel very different to what we'd want for Tuxemon.
[[File:Dynamons.png|thumbnail]]


[https://forum.tuxemon.org/thread.php?id=228 Original thread]
That said, there are some very interesting features in Dynamons World that I've observed:
 
'''Types'''


''Dynamons World'' is a free-to-play (with microtransactions) mobile game.
They use a type pentagram like us! Although their system is that you resist damage against the same elements that you do extra damage against, and you resist two elements and do extra damage against two elements. That leaves just skills of your own element and skills with no element ("Normal") that do the standard amount of damage. However, every monster has lots of Normal skills, so you will be doing unmodified damage most of the time. Monsters only ever learn skills from their own element and Normal skills.


The first thing that stands out is that this has been designed as a micro-transactions mobile game. There's two in-game resources, gold and gems. Gold can be bought for money (or you can get a small amount by watching an ad). You can buy gems with gold, or win them (slowly) in the game. You spend gold on items, and gems on healing your monsters and levelling them up.
The element chart is:


''EvoCreo'' included a few microtransactions, but they had clearly been bolted on. Dynamons World is built around microtransactions, so the game already has a feel very different to what we'd want for Tuxemon.
Grass > Lightning > Water > Dark > Fire > Grass


That said, there are some very interesting features in ''Dynamons World'' that I've observed:
With every type resisting the two in front of it and weak to the two behind it (so Water resists Dark and Fire and is weak to Lightning and Grass).


==== Maps ====
'''Maps'''


There isn't really a map/overland. There are different areas on a world map, and you can travel to those areas as they unlock. When you travel to an area, you are on a point on the map that's connected to a network of other points that you can click to.
There isn't really a map/overland. There are different areas on a world map, and you can travel to those areas as they unlock. When you travel to an area, you are on a point on the map that's connected to a network of other points that you can click to.
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The game has a very simple plot (or no plot at all), but I don't think that's the fault of this simple map structure.
The game has a very simple plot (or no plot at all), but I don't think that's the fault of this simple map structure.


==== Techniques ====
'''Techniques'''


There's a card system for skills (i.e. moves/techniques). As a monster levels up, they add skills to their deck of skills. Often they'll be skills the monster already has, so they'll have e.g. 2 x Scratch, 2 x Power Up, x1 Fireball, and they'll level up and get 1 x Burn and 1 x Scratch.
There's a card system for skills (i.e. moves/techniques). As a monster levels up, they add skills to their deck of skills. Often they'll be skills the monster already has, so they'll have e.g. 2 x Scratch, 2 x Power Up, x1 Fireball, and they'll level up and get 1 x Burn and 1 x Scratch.
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There's a little bit of tactics involved, e.g. do I use Power Up now and risk getting knocked out before I make an attack, or make an attack now knowing it won't do enough damage to knock out the enemy? But it's not very impressive - even though I think there's something there in the card-based system.
There's a little bit of tactics involved, e.g. do I use Power Up now and risk getting knocked out before I make an attack, or make an attack now knowing it won't do enough damage to knock out the enemy? But it's not very impressive - even though I think there's something there in the card-based system.


==== Teams ====
'''Teams'''


You can bring three monsters into each battle with you. All the rest can be swapped into your team of three at any other time. Monsters take time to heal based on how much damage they have, so if you've been fighting a few battles you might have to use your weaker monsters - or browse Facebook for 10 minutes until you get a notification that everyone's healed up.
You can bring three monsters into each battle with you. All the rest can be swapped into your team of three at any other time. Monsters take time to heal based on how much damage they have, so if you've been fighting a few battles you might have to use your weaker monsters - or browse Facebook for 10 minutes until you get a notification that everyone's healed up.
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(Or you can pay to quick-heal them).
(Or you can pay to quick-heal them).


==== Conditions ====
'''Conditions'''


Buffs and debuffs displace each other. So if you're Sick (i.e. poisoned), you can use Power Up to get the temporary Powered Up buff. Woo! You're no longer Sick. Of course, it works the other way as well: you can make your enemy waste their Power Up by making them Sick before they get a chance to use it.
Buffs and debuffs displace each other. So if you're Sick (i.e. poisoned), you can use Power Up to get the temporary Powered Up buff. Woo! You're no longer Sick. Of course, it works the other way as well: you can make your enemy waste their Power Up by making them Sick before they get a chance to use it.
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This works well with the card-based system Dynamons World uses, because you can't spam the same skill over and over.
This works well with the card-based system Dynamons World uses, because you can't spam the same skill over and over.


==== GUI ====
'''GUI'''


The game is just designed really nicely for mobile.
The game is just designed really nicely for mobile.


==== Stats ====
'''Stats'''


They have an Aim stat that affects accuracy (although I'm not sure exactly how, and there's no Evasion stat that Aim is compared against). ShadowApex suggested this feature for Tuxemon.
They have an Aim stat that affects accuracy (although I'm not sure exactly how, and there's no Evasion stat that Aim is compared against). ShadowApex suggested this feature for Tuxemon.
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I have to say, collapsing Melee and Ranged into one stat and Armour and Dodge into one stat has occurred to me from time to time. However, I think keeping them separate does offer an interesting other area for team building.
I have to say, collapsing Melee and Ranged into one stat and Armour and Dodge into one stat has occurred to me from time to time. However, I think keeping them separate does offer an interesting other area for team building.


==== Art ====
'''Art'''


It uses vector art rather than pixel art. I think it works very nicely, and vector assets are more adaptable. (Obviously I don't think Tuxemon should switch!)
It uses vector art rather than pixel art. I think it works very nicely, and vector assets are more adaptable. (Obviously I don't think Tuxemon should switch!)


==== Items ====
'''Items'''


Items don't take a turn to use. As a consequence, they have smaller effects. I think this is also to encourage them being used more often, since they can also be bought via microtransactions.
Items don't take a turn to use. As a consequence, they have smaller effects. I think this is also to encourage them being used more often, since they can also be bought via microtransactions.
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There are also items that give you a new skill (technique) for one battle. That seems pretty interesting, although I haven't used them yet.
There are also items that give you a new skill (technique) for one battle. That seems pretty interesting, although I haven't used them yet.


==== Collecting ====
'''Collecting'''


You get a prize when you've caught all the monsters found in a particular area. There are variations of some monsters, e.g. in the winter area one of the monsters is wearing a cardigan. A bug is Wood type in one area but Water type in another.
You get a prize when you've caught all the monsters found in a particular area. There are variations of some monsters, e.g. in the winter area one of the monsters is wearing a cardigan. A bug is Wood type in one area but Water type in another.


==== Social media ====
'''Social media'''


There's an option to share on social media every time you catch a monster, win an important battle, etc.   
There's an option to share on social media every time you catch a monster, win an important battle, etc.   
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If we ever make a mobile-focused follow up to Tuxemon, I think there's a lot that could be learned from Dynamons World. Its focus on microtransactions definitely comes at the expense of game play, but aside from that the game feels very satisfying to play on the mobile - it's clearly designed for touch rather than a keypad, for example.
If we ever make a mobile-focused follow up to Tuxemon, I think there's a lot that could be learned from Dynamons World. Its focus on microtransactions definitely comes at the expense of game play, but aside from that the game feels very satisfying to play on the mobile - it's clearly designed for touch rather than a keypad, for example.


==== Types ====
== Neo Monsters ==
[[File:Type-chart.png|thumbnail]]
 
They use a type pentagram like us! Although their system is that you resist damage against the same elements that you do extra damage against, and you resist two elements and do extra damage against two elements. That leaves just skills of your own element and skills with no element ("Normal") that do the standard amount of damage. However, every monster has lots of Normal skills, so you will be doing unmodified damage most of the time. Monsters only ever learn skills from their own element and Normal skills.
 
The element chart is:
 
Grass > Lightning > Water > Dark > Fire > Grass
 
With every type resisting the two in front of it and weak to the two behind it (so Water resists Dark and Fire and is weak to Lightning and Grass).
 
=== Neo Monsters ===
[[File:Screenshot 20180328-180711.png|thumbnail]]
 
[https://forum.tuxemon.org/thread.php?id=242 Original thread]
[https://forum.tuxemon.org/thread.php?id=242 Original thread]


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Add in the layout and mobile-friendliness of Dynamons World, and you'd have a compelling game!
Add in the layout and mobile-friendliness of Dynamons World, and you'd have a compelling game!


==== Elements ====
== Monster Racers ==
Each monster can have one element. There's a square:
 
Fire strong vs Earth strong vs Storm strong vs Water strong vs Fire
 
Holy and Shadow are both strong against each other.
 
=== Monster Racers ===
[https://forum.tuxemon.org/thread.php?id=240 Original thread]
[https://forum.tuxemon.org/thread.php?id=240 Original thread]


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Someone's done a [https://www.youtube.com/watch?v=yAbdGqffB9s Let's Play on YouTube] if you're interested.
Someone's done a [https://www.youtube.com/watch?v=yAbdGqffB9s Let's Play on YouTube] if you're interested.
=== Curio Quest ===
[[File:Curio Quest.png|thumbnail]]
[[File:Curio_Quest_3.png|thumbnail]]
Curio Quest is a mobile game that's great fun, with a gloriously silly but satisfying plot.
I really like the story structure. This is something I've been thinking a lot about recently because most monster catching mobile games don't involve overland maps like Pokemon or Tuxemon. Avoiding the overland map would make it easier to program, require a less extensive plot, and allow others to contribute their own plots and mini-plots.
The plot itself is charming and zany - you're transported to another world because your parents are interdimensional criminals. You are swallowed by a giant monster and have to make your way through its stomach, fighting people along the way (a monster rights activist who says the sea beast should be able to eat, a motorbike stuntwoman who got swallowed too, a monster plushie collector for no good reason, etc).
Interesting features:
* Teams of three monsters, but they heal fully within battles. Wild encounters can be against one to three monsters as well.
* Some powers - the most powerful - need to recharge
* There's also a mana pool that some powers use, although battles are typically short enough that it is not exhausted
* "Capturing" takes place after the battle, and is only an option in a minority of wild battles. There's still a chance of failure, and you have to pay for it. (It's described as "DNA sampling")
* After each battle you choose which of the monsters in your team you want to distribute XP between. You can also sometimes get a pool of extra XP you can distribute as you like.
* After a monster evolves, it returns to level 1 and has to get leveled up again.
* There's a log you can click on that tells you everything that happened in the battle so far.
* You can spend technique points to learn and upgrade techniques along a technique tree, including more than four (but you can only have four active ones usable in battle)
* You can play through each chapter multiple times, on increasing difficulties each time.
* As well as fighting monsters, you can battle machines, gun towers and even ordinary people.
The GUI is impressive with the extra information it communicates:
* A monster's portrait is framed in a coloured border that reflects its Element, communicating that information immediately
* Your opponents' frames are shown even if the monster hasn't been revealed yet (you just see one to three empty frames), letting you know what elements their monsters belong to before the monsters themselves are revealled
* Techniques that are strong or weak against the enemy have a + or - minus sign beneath them, again making this information readily available
==== Elements ====
It has an unnecessarily large and unsatisfyingly simplistic type chart.
[[File:Curio Quest Types.png]]
=== Wizmagonster ===
A monster collecting game without combat. When obstacles and monsters are encountered, the player must choose a monster on their team to overcome the hazard or befriend the monster. Whether it succeeds depends on the monster's traits (sneaky, agile, fluffy, sharp, tiny, sparkly, creepy, etc), personality (brave, noisy, mature, dozy, rowdy, etc), statuses (fragrant, dizzy, wet, charged, muddy, fatigued, etc) and current energy level.
=== Pokemon ===
[[File:PKMN_Red.png|thumbnail]]
=== Temtem ===
A recent popular monster-catching game, Temtem has a number of interesting features:
* A stamina (mana pool) system instead of power points or recharging powers.
* All battles are [[2 vs 2]] battles.
* An original type chart:
[https://oyster.ignimgs.com/mediawiki/apis.ign.com/temtem/f/f4/Temtem_type_Chart.jpg?width=1920 View here]

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