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A member registered Jun 16, 2017 · View creator page →

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The game doesn't work correctly with HTML since files can't be properly loaded in WebGL. I also am focusing on updating on GitHub rather then on itch io, but will eventually put builds on itch io later in development. 

Have you made any progress since before, or are you taking a break?

Now that I have the map editor finished and a bigger chunk of the map done, the framerate is starting to drop,  and was even worse before I made it so animated tiles only animate when they're within a radius of the player. That alone raised it from 12 FPS to 80 FPS. I think that I should just use larger sprites of the maps, cut out any tall grass(as it's a two layer tile with grass on top) and overlay it with the collision data. Do you have any other ideas of how I could optimize it, since I would like to stick to the current system if possible of each tile being an individual GameObject?

I guess next things on my list is adding proper scrolling to the inventory, and then making a map editor for creating the entire map. Then all the rest. If you are familiar at all with Unity/C#, I definitely would appreciate critique on my code(there's a lot that can be improved).

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I uploaded the source code to Github, here is a link if you want to look through:


For the text, I made a script that would essentially display a text letter by letter by just increasing the substring until the full message is displayed. Then I just read the dissassembly to see what functions the game uses for text, which are text line cont and para, and made similar effects, I may make them more accurate as polish, but it's good enough. For the animations, it was painstaking, I watched the intro cutscene frame by frame and copied the positions. For the intro, I learned how state machines could be used, and managed to get good enough to make the intro sequence once I was good enough using Unity's general workflow. I'll probably get better as I implement further events. I also have a basic battle scene, but it just loads the Pokemon onto the screen, and not much else. If you want, I can upload the source code for you to learn from, as I want to learn from your project as it progresses as well. I've been looking for other projects to learn more about how to approach a Pokemon recreation type game. If you want to know anything else, feel free to ask! Also, the dissassembly is a godsend for learning about the game, but I'm sure you're already using it.

I'm also working on a recreation of Pokemon Red in Unity, I was wondering if I could get any suggestions from you on ways to approach implementing parts of the game. I have basic inventory and menu framework done as well as the intro sequence, but not much else. Also, I hope you keep working on this, it's nice to see more people making projects similar to MrSquishy.

I really enjoyed playing this game,  the artstyle is also nice. :) Even more challenging puzzles would be cool!