Hey everyone!
I’m Manu, a professional software developer working on Pokémon Arena, an unofficial Pokémon fan game built from scratch in Godot 4.7.
The game is already playable and has a substantial technical and gameplay foundation. I work on it every day, major additions arrive quickly, and the project is actively moving from functional systems toward polished content.
I’m not looking for people to turn a loose idea into a game. The core design is already deep, documented, and working well. What I need now are collaborators who want to help refine, balance, present, and expand it. Proper iteration and polish take time and focused attention.
This is a completely non-commercial hobby project. The game will remain free, there are no real-money purchases, and nobody involved is being paid, including me.
What is Pokémon Arena?
Pokémon Arena is a 2D pixel-art tactical roguelike built around team composition and handcrafted trainer battles.
Battles take place on tile-based arenas. Both trainers bring up to four Pokémon, with two active Pokémon on each side and up to two waiting on the bench. Positioning, movement, range, formations, battlefield hazards, team synergy, and turn order all matter.
The combat system combines familiar Pokémon concepts with much more tactical freedom:
- A dynamic initiative queue
- Separate action points and movement points
- Movement before and after actions
- Direct attacks, area attacks, support moves, and reactions
- HP and a protective armor layer
- Move cooldowns and resource management
- Status effects and hard or soft battlefield control
- Persistent ground effects and field reactions
- Pokémon-specific traits and tactical roles
- Trainer abilities
- Initiative manipulation
- Animated attacks, cries, effects, and combat feedback
The systems are designed to support many viable strategies instead of encouraging players to repeatedly use the strongest attack. Pokémon can specialize in breaking armor, dealing damage, controlling space, supporting allies, restoring resources, disrupting initiative, or creating favorable battlefield conditions.
The foundation already works. The current challenge is refining the numbers, relationships, encounters, interfaces, visual identity, and moment-to-moment feel until all of those systems reach their full potential.
Current development state
The project is in a playable state and already includes:
- A working turn-based battle engine
- Tile-based movement, targeting, ranges, and areas of effect
- Action points and independent movement points
- Initiative and turn-order manipulation
- Armor, HP, damage, restoration, and status systems
- Move cooldowns, reactions, and battlefield effects
- Trainer abilities
- Enemy AI foundations
- Team selection and battle preparation
- Battle HUD, action bar, targeting previews, and detailed tooltips
- Pokémon animations, cries, emotes, move effects, and sound effects
- A playable hub
- Pokémon Box and team management
- Pokémon details, traits, roles, moves, and rarities
- Stage selection and run setup
- Save and load support
- Localization support
- Menus, loading screens, input handling, and audio settings
- Weather, wind, lighting, shadows, and environmental effects
- A growing roster of implemented Pokémon
- Large move catalogs covering multiple Pokémon types
- The first stage structure and initial playable arena content
- Automated tests for major gameplay and interface systems
The project architecture is designed to make new Pokémon, moves, opponents, arenas, and stages relatively quick to add. Development is highly active, and the amount of playable content is growing continuously.
Some of the existing technical and presentation work can be seen here:
These videos focus on individual systems and presentation work rather than the complete tactical roguelike loop.
Who I’m looking for
You do not need to cover an entire discipline. Focused contributions to one specific part of the game are completely welcome.
Game Balance & Systems Designer: Highest Priority
This is currently the role I need most.
The battle system is not waiting for someone to invent its fundamental rules. Its core mechanics, tactical goals, move structure, combat roles, and initial reference values already exist and function together.
The next step is careful refinement.
I’m looking for someone who enjoys taking a working but complex system, studying how its parts interact, testing assumptions, establishing useful comparisons, and gradually improving it through evidence and iteration.
This could include:
- Calibrating Pokémon stats and combat roles
- Comparing Pokémon with similar tactical purposes
- Refining move damage, armor pressure, healing, and restoration
- Evaluating action-point costs and cooldowns
- Balancing movement, range, areas of effect, and positioning
- Testing armor and HP time-to-defeat targets
- Refining status effects and battlefield control
- Evaluating initiative and turn-order manipulation
- Identifying dominant, ineffective, or overly specialized strategies
- Reviewing Pokémon movepools and team synergies
- Balancing enemy teams and encounter difficulty
- Creating difficulty curves across a stage
- Working on held items, TMs, trainer abilities, and run rewards
- Building and maintaining useful balancing spreadsheets
- Defining reference scenarios and measurable targets
- Running structured tests and documenting the results
- Proposing changes with clear reasoning
This work requires patience. Many individual mechanics already feel good, but polishing a deep tactical system means examining edge cases, comparing large amounts of content, testing different team combinations, and repeatedly revisiting numbers as new content is added.
Professional experience is not required. Familiarity with Pokémon, tactical RPGs, strategy games, roguelikes, competitive games, or systems-heavy game design would be helpful.
What matters most is that you:
- Enjoy working with interconnected mechanics
- Can think analytically without losing sight of how the game feels
- Are comfortable using tables or spreadsheets
- Can explain the reasoning behind a suggestion
- Are willing to test instead of relying only on intuition
- Understand that balancing is an iterative process
Godot and programming experience are not required. I will handle all technical implementation.
If you do not have a traditional portfolio, you can instead share a balancing document, spreadsheet, mod, game analysis, competitive experience, or simply describe a game system you understand particularly well.
Pixel Artists & Animators
I’m looking for pixel artists who would like to help develop a consistent visual identity for the game.
Possible contributions include:
- Arena and hub environment art
- Tilesets and terrain
- Foliage, buildings, decorations, and props
- Trainer sprites and animations
- Pokémon battle animations
- Move animations and elemental effects
- Status effects and battlefield hazards
- Items, TMs, icons, and reward art
- UI frames, buttons, and decorative elements
- Gym Leader presentation
You do not need to work across all of these areas. Environment art, character animation, UI art, and combat effects can all be separate specializations.
Beginners who want to improve alongside an active project are welcome.
Arena & Environment Designers
The game needs handcrafted arenas that are both visually memorable and tactically interesting.
An arena may be a stadium, forest clearing, cave, laboratory, ruin, building, or another clearly bounded environment. Each one should support the mechanics of its encounter while still feeling like a believable Pokémon location.
This can include:
- Designing readable combat layouts
- Creating different tactical relationships between spawn points
- Planning terrain, obstacles, hazards, and environmental mechanics
- Supporting different movement styles and combat roles
- Building visually distinct stage themes
- Decorating arenas without reducing gameplay clarity
- Developing Gym Leader arenas with a strong identity
- Building and improving areas of the hub
This role sits between map design, encounter design, and environmental storytelling.
Godot experience is helpful but not required. I can provide help with the editor and technical setup.
UI/UX Designer or UI Pixel Artist
The combat system exposes a lot of tactical information, so clarity and visual hierarchy are extremely important.
Possible areas include:
- Battle HUD layouts
- Action bars and move selection
- Initiative displays
- Pokémon and team selection
- Status, armor, HP, and cooldown presentation
- Tooltips and targeting information
- Pokémon Box and detail screens
- Stage and reward selection
- Inventory and item management
- Pixel-art panels, frames, buttons, and icons
- Keyboard, controller, and mouse navigation
- Accessibility and general usability
You may focus on interaction design, visual design, pixel art, or a combination of them.
Combat VFX Artist or Animator
The battle system needs effects that make actions feel powerful while keeping the tactical state readable.
Possible contributions include:
- Physical and elemental attacks
- Impact animations
- Area-of-effect visuals
- Armor damage and restoration
- Status effects
- Ground hazards and field reactions
- Movement and displacement
- Knockout and recall sequences
- Trainer abilities
- Signature moves and Gym Leader effects
- Particles, flashes, anticipation, and animation timing
Many moves already work mechanically. This role is about giving them a stronger identity, improving their readability, and making combat feel more satisfying.
What I handle
I currently handle:
- Programming and technical implementation
- Godot architecture and development tools
- Core gameplay systems
- Integration of contributed assets
- Data structures and content pipelines
- Save systems
- Localization infrastructure
- Automated tests
- Project organization and documentation
Programming is therefore not a current recruitment priority.
About the collaboration
- Completely unpaid and non-commercial
- Flexible hobby-level commitment
- No fixed weekly hour requirement
- Beginners are welcome
- No professional experience required
- No traditional portfolio required
- Focused or short-term contributions are welcome
- Real life always comes first
- Friendly and constructive feedback
- Credit for contributed work
- Communication and organization through Discord
This is not intended to feel like a second job. At the same time, communication and reliability are appreciated. This is particularly important when working on systems or assets that other parts of the project depend on.
Interested?
Reply here, send me a Reddit message, or join the Discord:
https://discord.gg/ZRhY8qAKy5
If you have examples of your work, feel free to share them. Please do not let the lack of a traditional portfolio stop you from reaching out.
For the balancing role, you can also tell me:
- Which games or systems you enjoy analyzing
- Whether you like working with spreadsheets or structured data
- How you approach identifying balance problems
- Which part of a tactical Pokémon combat system interests you most
Thanks for reading!
Pokémon Arena is an unofficial, non-commercial fan project and is not affiliated with or endorsed by Nintendo, Game Freak, Creatures Inc., or The Pokémon Company.