Battle rules — PP, Struggle, and more
Game by Omniscye · https://omniscye.itch.io/empress-pokemon-2d-arena
Real-time arena basics
Battles are live 2D arena fights: animated attacks, knockback, status, and six arenas with destructible cover. Cover takes damage, cracks, and breaks; materials can react differently to move types.
Named arenas on itch: Indigo Stadium, Viridian Grove, Cinder Crater, Azure Coast, Celestial Ruins, Frostpeak Summit.
PP pickups
Small violet PP orbs can appear in battle. Each orb restores exactly 1 PP to one move on your active Pokémon.
Timing from the creator notes: first orb after about 10 seconds; then every 10–14 seconds; max 2 orbs on the field; each lasts 18 seconds. Either side can grab them — race if you need the PP.
Struggle
Out of PP on a move? That slot uses Struggle instead. Struggle needs no PP, deals typeless damage at close range, uses a shared cooldown, and causes recoil when the hit lands.
Battle Evolution (Quick Battle only)
Optional Quick Battle toggle — OFF by default. Landing attacks and taking damage build battle spirit; eligible Pokémon can evolve live, one stage per match, with some randomness in readiness.
Evolution keeps current HP percentage (no free full heal), and carries PP, cooldowns, and status. Your saved team is unchanged after the match. Does not apply to Story Mode or private battles.
Living Arena (Quick Battle only)
Separate Quick Battle toggle from evolution. Watch warning glows and decide if the pad is worth leaving your lane:
Indigo Stadium — recharge pads restore missing PP. Viridian Grove — bloom gardens, small heal. Cinder Crater — thermal vents ready Dodge; pressure cracks cover. Azure Coast — tide pools clear burn and poison. Celestial Ruins — echo sigils recover move cooldown. Frostpeak Summit — updraft circles boost movement speed while you’re inside.
Each side gets its own shot at rewards. Not used in Story or private matches.
CPU difficulty & CPU vs CPU
Easy / Normal / Hard change reaction timing, aim, dodging, movement, and attack rhythm — not inflated Pokémon stats.
Quick Battle also offers CPU vs CPU: watch two randomized teams, pick arena and difficulty, optional evolution/Living Arena, pause, and roll another matchup from results.
Sound & UI (1.0.0)
Fullscreen arena battles put health bars and controls in the action. Solo battles pause when you open the battle menu; private matches stay live.
Separate mixers for Master, Music, Attack Sounds, Arena Sounds, Menu & Battle Cues, and Pokémon Cries, plus Balanced and Gentle presets.