GBA Pokémon (Emerald Rogue) GBA ROM

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Creates a true roguelike experience using Pokémon Emerald as a base, using navigational cues from Slay the Spire (node to node exploration), as well as containing all manner of unlockable amenities to aid in future runs. Generational availability of Pokémons can be expanded upon by completing runs; it is initially limited to Generations 1 through 3.

Author(s): Pokabbie (original versions), DepressoMocha (unofficial continuation)
Type: Content, Gameplay, Graphics
Version: 2.0.1a/2.0.2a
Date: 7th of April, 2024 (original)/9th of December, 2024 (unofficial)
Status: Fully Playable

Download from Repo​

 
This one is... interesting. Playing this hack following my completion of The Pit shows how two hacks under the genre of rogue-like can be entirely different. Emerald Rogue tones down much of Pokemon's mainstay gameplay, like XP grinds and unlimited progression in favor of vastly randomized experiences with mons that are very fleeting due to the Nuzlocke-like nature of losing mons that faint on your team. Whereas some rogue-likes offer the ability to "one-playthrough," Emerald Rogue's experience is so randomized, that you'll have to try, fail, and try again repeatedly.

The progression comes in the form of upgrading your hub via "Base Building." Each run will provide you with money and building supplies to incrementally give you advantages in future runs with moves from TMs, items, evolutions, retained mons, EV items, etc. There is also a list of available quests which you can focus on completing in order to receive rewards to further upgrade your hub. These new progression systems are an ocean wide, and just as deep. There's a lot to jump into.

All that being said, the hack was just a bit to different from what I expected to truly get engrossed in, especially after playing The Pit. XP is meaningless, as you'll often be able to bump up your mons to the level cap immediately before fighting a gym leader/boss. Furthermore, the mons and items you acquire in each run (called "adventures") is lost upon a wipe, with the exception of your starting mon from the start of the game. Progress was just to impermanent and fleeting/meaningless for me to get invested in the game.
It is quite different from The Pit, like you said; The Pit is battle and team build centric, and, while Emerald Rogue has these elements, it seems to try and encapsulate what an abridged usual Pokémon cycle would be like (team build, beat gyms, get badges) with a roguelike twist.

The meta-progression layer is rather similar to other games of its ilk, so yes, there is a level of impermanence to some elements, but progress is palpable once it happens.
 
This one is... interesting. Playing this hack following my completion of The Pit shows how two hacks under the genre of rogue-like can be entirely different. Emerald Rogue tones down much of Pokemon's mainstay gameplay, like XP grinds and unlimited progression in favor of vastly randomized experiences with mons that are very fleeting due to the Nuzlocke-like nature of losing mons that faint on your team. Whereas some rogue-likes offer the ability to "one-playthrough," Emerald Rogue's experience is so randomized, that you'll have to try, fail, and try again repeatedly.

The progression comes in the form of upgrading your hub via "Base Building." Each run will provide you with money and building supplies to incrementally give you advantages in future runs with moves from TMs, items, evolutions, retained mons, EV items, etc. There is also a list of available quests which you can focus on completing in order to receive rewards to further upgrade your hub. These new progression systems are an ocean wide, and just as deep. There's a lot to jump into.

All that being said, the hack was just a bit to different from what I expected to truly get engrossed in, especially after playing The Pit. XP is meaningless, as you'll often be able to bump up your mons to the level cap immediately before fighting a gym leader/boss. Furthermore, the mons and items you acquire in each run (called "adventures") is lost upon a wipe, with the exception of your starting mon from the start of the game. Progress was just to impermanent and fleeting/meaningless for me to get invested in the game.
 

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Man, roguelike and pokemon just feels right together. I've been super obsessed with Pokemon: The Pit lately and add this on top? I guessI won't be seen outside for awhile lol
You can expect another cool one later today. Better reach for your doomsday supply stash.
 
So far the new way of revisiting this classic but in the rogue style and the concept itself suits quite well in this Romhack and with a somewhat greater challenge but makes it curious and interesting.
 

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