Reviews from

in the past


i understand pokémon about as much as my grandma understands computers and since there is no ingame menu to tell me which elements counters which etc. (yeah it's silly) most of the stuff goes over my head

however this fucking rules for a browser game though no?

All you need to do to win is have like 5 people backseat game

Playing on an emulator really fucked up my perception of how Pokemon is supposed to be played because while playing Pokerogue with quick animations, cursor memory to repeat moves, and holding X to skip dialogues, I still find myself pressing Tab on instinct.

It's a fun take on a series of pokemon battle, but it gets very repetitive, very quickly.

It never actually pushes any fun pokemon tactics, it's more about resource and xp management, and it never feels like you reach a happy equilibrium, you're either struggling or walking through the game.

Back the fuck off Chrome Dino, the NEW browser game King is here.


It’s fun, but loses the charm quite quick.

For what it is, try it.

Unfortunately, this is the most fun I've had with a Pokemon game in a while. If only it were a real, fully-featured release that had a lot more bells and whistles. Take this, add more in-depth RPG mechanics, mix it with more production value and visual flair like Hades and we'd really have something special.

Os fans dessa franquia tratam ela melhor que seus criadores.

Infelizmente, esse é MELHOR jogo pokemon que eu já joguei.

Digo infelizmente pois é triste saber que os donos dessa franquia não pretendem dar nem 1% de carinho, criatividade e zelo que a franquia merece. Parabéns aos envolvidos no projeto pokerogue, vocês que fazem jus a franquia, e não a nintendo.

Pokerogue's biggest success in how addictive it is. It's so simple to just be hooked on trying to plan out a team based on the couple of members that have dropped, scout out ones to catch, try to catch a few more in order to get ideal IV's to bolster your starters with, and just grind out floors until you get that run where everything comes together. It's good like that! It makes great use of music and motifs from throughout the Pokemon series, both rival designs are great, and it allows for an incredibly speedy feeling out process of all sorts of Pokemon species, leveling them up insanely quick to feel a sort of greatest hits version of their growth. That Pokerogue can so effectively tap upon the feeling of wanting to catch 'em all and play with all of them is its greatest strength.

Unfortunately, it doesn't even take a full run for Pokerogue to show its faults. AI is rudimentary to a fault, being able to be easily baited based on type match-ups, effectively randomizing learnsets to the point of inefficiency, and ultimately just can't match up with all of the flexibility a player always has at their fingertips. Though this is really only an issue in the early stages of Pokerogue, when the player is still developing their team. By the game's midway point, five or so of the player's final party has probably been solidified, with one 'weak link' to drop out if they happen to see something better. Moreover, due to the way the battles are spread out as an endurance gauntlet, the same types of Pokemon are gonna end up being far more valuable. Whilst you could imagine a player picking up and bonding with whatever weirdos they happen to stumble onto and making some kinda grand narrative, the game is really only suited for two kinds of Pokemon: fast attackers and walls with a lot of resistances. Pokemon like Excadrill leap out to being so ridiculously good in this kind of format, it's almost a punishment to NOT have one on your team, and that goes doubly for any fast set-up sweepers. As the enemy loves to load its opposing trainers with Lum Berries, and it costs less to not get hit at all than to tank hits well, stall or status strategies are incredibly unreliable, inherently removing the usefulness of a littany of Pokemon. Pokerogue, ultimately, is a game where your run is successful because of one Pokemon who hits things really hard, a couple of switch-ins to bait that Pokemon's bad match-ups, and then the rest of your team can be rounded out with whatever losers who'll warm the bench. And considering the sheer length of a full run, they're gonna be warming the bench for a while!

I played way too many browser games as a kid to call PokeRogue bad - if I had THIS in my school's computer lab I definitely would've never played anything else and sacrificed all social time at school to play it. There's an intoxicating, addictive element here that's testing your knowledge of every generation of Pokemon in a massive gauntlet. It's just disappointing that the solution is "load Gardevoir with a bunch of drugs and spoons and then she hits everything with the moon until it dies", or variants thereof. It's an unbalanced but fun little experiment that I hope its devs do more with, but the core conceit of how the project works makes it a bit of a solved equation for me that undercuts the whole feel of Pokemon for me.

changing my review bc we just got milkshake ducked.

this was fun as, beat it about a week ago.
however the dev / mod teams have outed themselves as complete bigots and cannot recommend this anymore

changed to unrated what a shit show.
Sam announced his departure from the project

The general chat on the Discord descended into chaos, with many people bashing Sam for his religious beliefs

People started spamming trans rights in the chat, which resulted in some people responding with transphobia

A mod tried to shut it down by targeting the people spamming trans rights, rather than the transphobic comments. They referred to the trans topic as something that makes some people uncomfortable, which pissed off the trans community

The one active mod began shutting down chats, with the community finding a workaround by creating threads. There was a general resentment for the mod due to their comment on trans stuff. The mod continued to double down on his stance before apologising a couple of hours later

Speculation began that the mod team was generally not supportive of trans people. Around this time, someone leaked a chat with Sam showing his negative stance on LGBT+, supporting the speculation

A couple of new mods came online and tried to assure everybody that the issue was being dealt with. One of them (newly appointed community manager) quit within a couple of hours due to in fighting between mods and being told to play PR on the LGBT+ stuff despite being LGBT+ themselves.

Despite calls for the mod team to take a strong ‘no bigotry’ stance, the mod team put out a statement banning all political talk, making it clear they intend to sit on the fence on this issue

It's really boring I don't get it, I just mashed A for 20-30 minutes and made it to floor 70. Well, I guess that's how pokemon combat against AI always is, lol

Not super into roguelites apart from Isaac but endless Pokemon battles are fun so I enjoyed my time with it.
(Highest run was 182)

We got milkshake ducked, this sucks. I can’t consciously endorse a project where the entire team chooses to espouse transphobia as if it is an “opinion.” Also if a pokemon fan game is taking time away from your faith you either have fallen into 1990s televangelism moral panic or have such pisspoor time management that you can’t set like 2 mind aside to pray. This sucks. The community was in love with this game but bigoted creators ruin anything. Fuck a pokemon battle this a long life battle with yourself.

PokéRogue is, in my opinion, very much too ambitious for its own good. It's an insane endeavor, for a browser game, to do all that it does (and indeed, even just on a mechanical level, a lot of abilities and moves are still not implemented, though obviously that will pass with time), and at a base level, it does it pretty well. Along the way to the final boss, you'll fight a bunch of wild pokemon trainers, gym leaders, E4+Champion and a rival, and after every fight you get a random item. It adapts Pokémon to a roguelite formula fantastically well- the more Pokémon you get, the more eggs you hatch, the more options you unlock. And on the other hand, every run is different, because while you will eventually start with your absolute best aces, you'll have to fill up the rest of the team with whatever else you run into (probably something like a Gyarados and an Ursaluna, if you're like me).

That is all well and good, but where it falls apart is just how much stuff there is. Mainline Pokémon has over 1000 critters now, 900+ moves and 300+ abilities- that is all just way too much for one game to feature. This isn't about Dexit, there's never been a Pokémon game where more than like, 150-200 Pokémon are available to catch before the credits roll, and I might still be highballing that number. And those games are some 20 hours long if you're rushing, PokéRogue is only... well it's like, 3 hours long, but we'll get to the length in a second. My point is, this is just too much. The sheer number of options means they cannot possibly be balanced at all, which paradoxically makes the game feel more repetitive because why the hell would I use most Pokémon when I could use much more versatile and minmaxed equivalents? A Pidgeot is never going to hold a candle to a Staraptor, and why would I ever use a Donphan when I have access to Great Tusk for just a few points more? Worse than that, only a few select strategies are really viable. By the late game every boss 'mon is going to be holding a few Lum Berries, which is going to make status effect-based strategies fare pretty poorly. On the other hand, stat boosts last until you enter a trainer battle, so anything that can do those well is automatically high tier (You can't take those buffs into Gym Leader fights, but you can against boss wild Pokémon. Plus, with the somewhat janky AI, you can definitely find some opportunities to set up a sweep). Also, the final boss and the Rival's ace are always the same, so you'll really want to build around them by the end. Starting with anything other than the "ol' reliables" you'll inevitably get a few of quickly begins to feel like a self-imposed challenge, and with how incredibly fucking long the game is, that's just not appealing.

Length, in fact, is in my opinion PokéRogue's biggest flaw. When I said the game took about three hours to beat, I was not kidding, runs go between 3 and 4 hours which is just nuts for a game that's mostly going to be you clicking the same move on a wild Pokémon 20 levels weaker than yours. It just doesn't need to be like that, too. You can get up to level 200 compared to the official games' cap at 100, but learn-sets still go up to 100 so the latter half of your journey will be a lot more samey (unless you replace some of your Pokémon, but it's not like the new ones will be learning anything new on their own too), and so much of any playthrough is just fighting wild Pokémon that it's really easy to see how a lot of that could be cut off. Make every 10th floor from 10 to 80 be a gym leader fight, 80-90 is the E4 and 90-100 is the finale, and you've cut off the runtime in half and the amount of actual content seen by like, 5%. The difficulty might feel better, too- a lot of the game is trivial, but you're eventually going to hit a brick wall that just sweeps you and have to restart from scratch (or just reload your browser page and start the fight over...). I just don't understand why this free game feels the need to have so much padding, there's even an infinite mode for those who do want the game to go on longer, but at least for me it does ruin a lot of the fun- it's incredibly addictive, so it's common for me to want to start a run, but I know that halfway through I'll be absent-mindedly clicking Waterfall after setting up a few Dragon Dances with my Gyarados, while watching a Youtube video. So I dunno, extremely impressive effort, but I do feel the result is only kind of ok.

This is the equivalent of finding the holy grail but for browser games

PokéRogue has so much potential, I haven’t been this hooked on a roguelite in quite a while now. The mechanics are so simple yet require a lot of strategy, as the game is centred mainly around XP gain above all else. Team building is not as important, as the game is willing to give you decent encounters after the first few areas.

It took me until hatching a legendary from an egg to beat this game but I’ve seen people with a lot of different strategies, and that’s what makes this game so great and even more promising as time goes on. The only gripes I have thus far is how often the game freezes and slows down on you, this is obviously due to server load. I’m not quite sure how they will fix this since I imagine as soon as they ask for any donations the whole thing will instantly get shut down.

I also think the start of the game is too luck dependent on whether you get XP items, and what your rival has at the start, the team follows a formula but the starter seems random between the fire, grass and water, independent of what you picked, and this can ruin runs for no reason.

I’m excited for the future of this, and hopefully it convinces Game Freak to make a similar game as I am no longer interested in the mainline games.

To nintendoamerica3@hotmail.com

Cc reggiefilsaime@gmail.com +70102 others

Big Fat Fucking Stacks of Cash

Dearest Nintendo,

Just steal this dude's fucking game and sell it for 20 bucks. "Oh, how do I make money? Oh, it's so hard being a mega-corporation worth billions of dollars, waaaa" Just steal his game and put it on the Nintendo Switch. What's he going to do, sue you? It's literally a free 100 million dollars. Why would you not do this?

Yours sincerely,

The only smart person in the history of video games (Henry Vines)

-_- I done playing fan games , can't trust Fan game creators man

I thought I'd be done with this after completing one run and now I am 5 runs in deep please help me

Addicted. Pretty easy to figure out what absolutely waterboards the game. Floor 195 is a bit much, though. And adding a gameplay benefit to shinies never won’t be cool.

The game was pretty fun but the lead developer is transphobic so i’m not going to play this ever again

I'm waiting for the DEA to classify this game as a Schedule 1 drug.


First full-on review I'm posting on this website! This is the first game I've truly sunk a good amount of time into that I hadn't played before getting this account so now's as good a place to start as ever.

First off, Pokemon Emerald Rogue is a game that I've put a ton of hours into. I've had kind of a weird relationship with Pokemon lately because I want to love it, but the games themselves make it kind of hard for me to right now. The gameplay loop of main series Pokemon games and anything similar is EXTREMELY boring to me because of how many mandatory fights there are that are just completely free. I've also had a lot of experience playing the game competitively but it's frustrating losing a fifteen minute long match to one bad RNG roll and it's really unintuitive to try and learn where you went wrong otherwise. I've been in need of something a little different from both of these, to say the least. A highly replayable version of a Pokemon game that's difficult enough to be engaging should be amazing for me even if it's still on the easier side. So, why not give PokeRogue a try too?

Just as a fair warning, most of this game's art and music are all from preexisting assets. This is going to be a bit of a weird review since I'll be talking exclusively about gameplay as a result. For what it's worth though, this game uses Gen 5's artstyle and pulls music from both Gen 5 games and PMD which means it's really nice on both fronts.

If you've never played PokeRogue, I'll give a basic rundown of how the game works. You'll first pick a few starters from a list of every existing starter Pokemon as well as every unevolved Pokemon you've caught or hatched during a run. From there, you'll be sent off to do 10 battles. Most of these will be with wild Pokemon but there will be some trainers mixed in. When you win a battle, you will be rewarded with a choice between one of a few random items to enhance or heal your team members as well as the ability to buy items from a shop before moving onto your next battle. The wild Pokemon and Gym Leaders you fight will be determined by the type of biome you're currently in. Your 10th battle will always be against either a stronger Boss Pokemon or a Gym Leader and once the fight ends, you can move onto a different biome for the next 10 battles. Rinse and repeat until either your team wipes or, in the case of Classic Mode, you make it through 200 floors.

Despite how the gameplay is quite literally using main series Pokemon's formula, I think this game has a more similar appeal to Pokemon Mystery Dungeon from a pure gameplay standpoint than the main series games. I promise it's not just because 90% of the music in this game is from PMD, hear me out. Most individual battles in this game are very straightforward and will end in only a few turns. The biggest problem scenarios in this game come from your team being whittled down too much or not being prepared enough for a certain situation as opposed to the strategy that goes into each individual battle. Ultimately, big draw here is resource management, exactly like PMD. There's a lot of evaluating risk and planning for the far-off future and I do think this is to the game's benefit. The middle portion of the game might seem like it'd drag on for a while on paper but it ultimately is fine for reasons I'll talk about soon. It kind of needs to be longer so you can prepare for the endgame anyways.

The general speed of the game is very nice. There's no overworld so immediately after you're done with one encounter you move onto the next. You can also set the game speed to move five times as quickly as the average Pokemon battle in this engine. This might not sound like much but it is a huge deal when so many battles in this game are unimportant. Things change quickly and you're brought up with a lot of choices because of the item rewards you get for winning each fight. It's nothing too crazy, especially during the easier parts of the game, but it's enough to fill in for a bunch of the battles themselves being simpler. This is why the middlegame being longer is fine with me, by the way - you still do have things to focus on that keep you engaged enough.

My biggest problem comes from the unreasonable difficulty curve. This game is completely ridiculous at the very start, really calm during the middle, and just kind of ridiculous at the end. For the first 30 floors or so you can get screwed over bigtime by the game throwing something completely impossible for your team to handle at you. My team's levels are still below 20 and none of them have evolved. I should not be put up against a random trainer with a Paldean Tauros, a Spiritomb, and some third fully-evolved Pokemon that currently slips my memory. Literally nothing I could do. Is it normal for roguelikes to be this unreasonable at the start?? I had spent a solid hour or two bashing my head against the wall before I made it through the first part of a run.

Before anyone says this is a skill issue I proceeded to get 3rd place on the Daily Leaderboard a few days after this. I'd like to think I shouldn't be the type to struggle this badly here. The solution is with the Egg Gacha system. If you defeat a Gym Leader or get lucky with an item pull you can get a ticket to roll a gacha machine for some eggs. These eggs have no impact on any current runs, but whatever they hatch into will become usable as a starter from there on out. You can get a majority of all Pokemon from this, including legendary and mythical Pokemon, and a lot of the Pokemon you get from this may have an Egg Move as well that you can choose to add to your starter before a run. The main consistent way past the early game is to either get something with very good stats without the need to evolve or to get a Pokemon that gets very good Egg Moves. Otherwise it feels like it's luck of the draw whether or not you get checkmated early on.

Some ~100 floors of planning for the endgame later and the game throws a ridiculous trainer battle at you. A lot of people I talk to have had issues here but I don't think it's so bad mainly because the AI is VERY exploitable. They do arguably go a step above the main series games and make the trainers switch their Pokemon under certain conditions but these conditions are very easy to pick up on and exploit. You could just put up Stealth Rock and either switch repeatedly yourself or switch until you happen upon an ideal situation to use a setup move like Swords Dance on a Pokemon with a decent Speed stat and these fights become completely free. It really doesn't help that whatever method they use to decide each Pokemon's current moveset isn't very good. There was one point my active Pokemon was below half health, the opponent sent out Greninja against my Ground-type, and it proceeded to use...Water Gun... I ended up tanking the hit and knocking it out afterwards.

Then you reach the final boss. I went into this game blind and had no idea what to expect here but I'm going to be honest, this is one of the most poorly-designed boss fights of any video game I've ever played. After the absolute slog of throwing myself into the early game repeatedly in hopes that things would be different next time, and after the next 100+ floors of nothing of note happening, the final boss was quite literally completely unbeatable for the way my current team was laid out. I knew exactly what to expect the moment the final boss appeared on screen and despite the best spur-of-the-moment planning I could give, despite playing this game competitively for over a decade and sitting on the top of a Pokemon Showdown ladder for around six months straight, it just wasn't enough and I had to watch my team slowly crumble as the hours of time I spent getting to that point would need to be started all over again.

Despite all of that this boss is exceedingly simple to prepare for. I have not lost this fight even a single time since that very first run where I made it that far. You do need to prepare for it, but a lot of the time my preparation has come down to dedicating two moveslots to it and avoiding using certain items and that's just been enough. I can't even call this boss fight hard. It's just really, REALLY dumb, and I wholeheartedly believe that anyone looking to play this game should spoil themselves on the final boss before playing. The alternative is repeatedly using the built-in feature to retry the fight (which didn't exist when I first played) enough times to get good enough RNG to cheese it out.

So I think I've made it pretty clear that my first day's worth of experience with this game was dreadful. After you get enough gacha pulls to get a decent lineup of starters and know what the final boss's deal is you can definitely start to have a lot of fun with the game. Keep in mind this review started with me saying a lot of good things about the game's systems. I did go on to beat Classic Mode and try out the other modes the game has to offer.

There is an Endless Mode that removes all trainer battles from the game, adds a boss every 50 floors instead, and gives you certain debuffs after you clear a certain number of floors. This mode is fun to try out once or twice but isn't as good as Classic in my opinion. There's nothing super wrong with it except for the hardest fights here being very cheeseable once again but experimentation feels a lot more limited here and it feels much harder to run an actual team as opposed to one mon that hard carries you and a few "supporters" in a sense. It doesn't even feel like you can be super expressive with that one hard carry if you want to go super far either.

Then there's a Daily Run which is pretty cool. This game's RNG is deterministic and what Daily Run does is give everyone the same seed every day with a random starting team and random encounters for 50 floors. There's no shop and there will usually be around two Gym Leaders and a little boss fight at the end. Beyond just clearing the 50 floors, there's also a score system that will award more points the more Pokemon you defeat and the less turns it takes to defeat them. The pre-set RNG makes it very fun to go through with whatever route you feel like would be best and optimize each fight for a high score. It's a really fun change of pace that I'd recommend everyone try at least once.

The game unfortunately does have an issue with freezing and needing you to reset from what presumably is their servers being overloaded since it is a free browser game, and not all of the moves and abilities are finished unfortunately, but it's getting basically constant updates. It's really cool signing on and seeing that an ability you wanted to try out works now or that a new feature was added that improves the game. Oh, and when I say it's a browser game, I mean that this game works on ALL browsers to my knowledge. I've played it on mobile and it's been perfectly fine. Great stuff there.

As unfortunate as it is though, the fact that this game was as rough to start out as it was makes it hard for me to think too highly of it. I've had a lot of fun with it and I'd suggest everyone at least give it a shot with everything I've said in mind. I know the developers are actively changing things and they could totally make the early game easier but I doubt they'll change something as big as the final boss. I'm on the fence about bumping it down to 2.5 just for how brutal that first day of playing was but I need to be honest with myself and say that I did have a lot of fun with it still.

As a game its pretty fun. Kinda just unfortunate it was made by some shitty people but its good that they were exposed.

THIS GAME IS SO FUN

These IVs and Natures they made are really interesting I wish the main games had IVs and Natures