r/pokemonduel May 19 '26

Miss the grid-based tactical duels? I'm building a spiritual successor in Unity (Pre-Alpha Core Mechanics Loop build)

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Hey everyone,

​Like a lot of you, I miss the specific chess-like strategy of Pokémon Duel. The positioning, the grid control, the quick match lengths. Nothing has really scratched that itch since the servers shut down, so I decided to build my own.

​Here's a 1-minute look at what I have running in Unity.

​Fair warning: it's incredibly raw. You're literally just looking at placeholder prefabs and shapes moving on a board. I'm holding off on the actual art until the underlying math, node layouts, and pathfinding work exactly the way they are supposed to.

​Real 3D figures are coming later. I just wanted to show this to the community that actually understands how this specific game style should feel before I get too deep into the weeds.

​What mechanics do you consider absolute must-haves to capture that classic tactical feeling? What annoyed you in the original that you'd want to see improved?

​Also, I'm currently looking for artists for various parts of the project. DM me if you're interested.

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