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Downloadable here in mp3, m4a, wav, and ogg format, and here in mp4 format.
This is the official Magimals Toxic website. Magimals Toxic is a fanmade Pokemon game, but not associated with Nintendo at all. Magimals Toxic, a WebDesignerCameron Project, was created by WebDesignerCameron and the other contributors listed here.
Disclaimer: Magimals Toxic is a non-profit, fan-made project. It is inspired by the Pokémon franchise but is not affiliated with, endorsed by, or associated with Nintendo, Game Freak, or The Pokémon Company.
- Main Website
- Contributors
- Get your own brilliant website
- See WebDesignerCameron
- Copyright Clarifications
- Folders
- License
- Programming
- Privacy Policy
- Record of changes
- Source code
Magimals Toxic is a wild game of tactics and strategy as you advance through the carefully calibrated and planned map, where you fight trainers in your epic journey to the Oscilla Mountains. Magimals Toxic can get your blood pumping in a fast-paced adventure, or you can take the slow road and eventually work your way through the detailed plot twists and breath-taking adventures that you will ahead of you.
Since Beta 1.0 isn't released, you can only see the website, linked here. You can also see the website differently, see below.
Because the game is entirely client-side, you can host or play it instantly without a heavy local environment.
- Clone the project to your local machine:
git clone https://github.com/WebDesignerCameron/magimals-toxic
- Navigate into the directory:
cd magimals-toxic - Open
index.htmldirectly in any modern web browser, or use a basic development server:# If you use VS Code, use the Live Server extension, or run: npx serve .
- Pure Vanilla Stack: Built completely using standard HTML5 Canvas, CSS grid layouts, and native ES6+ JavaScript.
- Zero Dependencies: No heavy external frameworks or bulky engines to ensure lightning-fast browser load times.
Type: Repository
Latest Release: N/A
Game Version: Prerelease
PRs: 7
Merged PRs: 6
Closed PRs: 7
Branches: 2
Ongoing PRs: 1
Total Commits: 307(updated daily, may not be accurate)
✅ Game Grid Setup
⬜ Game Design
⬜ Graphics
⬜ Beta 1.0
🚦 Magimals Toxic is still in development. Features may change, but the overall theme will stay the same.
- A massive map with many details
- A wide variety of creatures to catch
- A thrilling adventure awaiting anyone who steps into the dark world of Magimals Toxic...
- Status Conditions: Integrating "Toxic" type mechanics like poison scaling and damage-over-time status effects during battles.
The maps of the 4 ferocious islands contain routes, paths, shores, and cities, giving you a large area to explore. Maps may change over the course of development, but key premises will remain.
Many creatures will be there to be collected, with over 100 planned to be in the game. Each Magimal was masterly crafted by the Concept Production Team, every one of them having a unique set of skills and quirks.
Each breath-taking moment hardwires a resonating sense of accomplishment in the player, making a pleasant experience for anyone lucky enough to encounter the game. A rewarding level of progression spurs you on to achieve higher, and when you do, happiness rains down on you. The game is a truly satisfying experience.
- Turn-based battles
- Unique Magimal abilities
- Exploration-focused maps
- Story-driven progression
To contribute, see our contributing guidelines.
Many millenia ago, creatures known as the ancient Magimals roamed the Earth, seeking a higher power they could exploit. A tragic family's descendants are the humans and the Magimals known today.
You travel through 4 completely different islands to venture to the final fight. The fight against Magmor...
To progress, you must collect the 3 gems of power from various islands, giving you an ability the ancient Magimals could only dream of.
You start out as an adventurous kid who lives in Hometon, Starter Island, a nice little village surrounded by thick forests, suited for a good adventure.
After collecting the Fire Gem from Starter Island, you row your boat to Granite Island, a grassy plateau of interesting inhabitants. There you collect the Grass Gem.
You move along to Montacia Island, a mountainous location highlighted by its great Oscilla Mountains. You obtain the Water Gem.
In a swift turn of events, you arrive at the dreaded Final Island, a fiery tomb of chaos and unorder. What lies there haunts many, an unforseen horror...
The gameplay of Magimals Toxic relies on tight loops, deterministic calculations, and risk-versus-reward tactical choices.
The game world is represented as a structural 2D coordinate array.
- Safe Pathways: Clear pathways allow for unhindered movement and zero encounter risks.
- Tall Grass / Other Encounters: Stepping onto these specific tiles triggers a probability-based encounter matrix. You are sent into a battle scene.
- Static Obstacles: Map blockades require specific key items or victory conditions to clear, pacing your progression naturally through the narrative.
When a battle begins, the game state switches from navigation mode to an isolated active combat loop. Turn order is entirely calculated by a hidden Speed stat tier, forcing players to balance raw power against agility:
- Action Phase: Choose between Attack, Special Move, Item Inventory, or Attempt Escape.
- Execution Phase: Damage is computed using a custom formula that weighs the attacker's offensive rating against the defender's damage mitigation modifier.
- Status Check: At the end of every turn, active status effects (such as the signature escalating Poison drain) are applied before handing control back to the player.
Magimals Toxic is engineered to run seamlessly across all modern web browsers by leveraging lightweight, bare-metal web standards. By rejecting bulky modern frameworks, the game loads instantaneously and maintains a flawless rendering rate even on lower-end mobile hardware.
- Markup (HTML5): Utilizes semantic elements and a high-performance
<canvas>rendering context to handle real-time sprite updates and fluid screen transitions. - Styling (CSS3): Employs CSS Grid and Flexbox modules to ensure a perfectly responsive user interface that auto-scales smoothly between desktop monitors and smartphone displays.
- Logic (ES6+ JavaScript): Written entirely in modular object-oriented JavaScript. The architecture splits the core engine into explicit modules for the Game Loop, Input Listener, Combat State Machine, and Audio Controller.
The game state is preserved entirely
within the user's browser using native
localStorage integrations. When you
save your game, your active party
arrays, coordinate positions, and
completed trainer flags are serialized
into a clean JSON string, allowing you
to close your browser and resume your
journey at any time without losing a
single step of progress.
A: Yes! Because the entire
codebase runs client-side in the
browser, you can clone the repository
and open index.html to play the full
game without an active internet
connection. Though, you will also have
to clone the src repository with
git clone https://github.com/WebDesignerCameron/srcand save the source files.
A: To clear your local save and
start your journey fresh, open your
browser's Developer Tools (F12),
navigate to the Application/Storage
tab, select localStorage, and clear
the keys associated with the
repository domain. Alternatively, you
can click the in-game "New Game"
button if available in your current
build version.
A: The base engine supports a dynamic array structure for your party storage, meaning there is no strict hard-coded limit to the number of creatures you can collect. Your active battle team, however, is strictly capped at a tactical size of six.
A: Magimals Toxic utilizes modern JavaScript features like arrow functions, classes, and spread operators. If you experience unexpected script freezes, please ensure your browser is fully updated to the latest stable version to support native ES6 execution.
To ensure competitive balance and predictable strategy, Magimals Toxic utilizes standard deterministic damage algorithms. Modifiers are calculated sequentially during the battle execution phase.
Each Magimals has a set of stats for each level:
- Attack
- Defense
- Speed
- Sp. Atk
- Sp. Def
- Confidence
Confidence is derived from other stats:
The standard physical damage delivered by an attacking Magimal is calculated using the following formula:
The Modifier variable is a compounding float determined by three core environmental checks:
-
STAB (Same Type Attack Bonus): Grants a
$1.5\times$ multiplier if the move type matches the attacking creature's primary element. -
Type Effectiveness: Can result in a
$2.0\times$ multiplier (Super Effective), a$0.5\times$ multiplier (Not Very Effective), or a$0.0\times$ multiplier (Immune). -
Critical Hit Chance: A random roll based on the creature's native Speed tier. A successful critical hit bypasses defensive stat boosts and applies a flat
$1.5\times$ damage increase.
Thus, the equation is formed:
Items are loaded dynamically into an inventory array map. Below are the base-game items coded into the current item management module:
- Antidote Serum: Neutralizes the escalating Poison status effect completely. Clears the turn-end damage flag.
- Nano-Potion: Instantly restores 20 Flat Hit Points to a selected party member. Can be used mid-battle.
- Mega-Regen Drop: Restores 50 Hit Points and cures minor status anomalies.
-
Capsule: A magnetic capture sphere with a baseline
$1.0\times$ catch rate modifier. -
Hyper Capsule: An upgraded containment sphere utilizing reinforced magnetic fields. Features a
$1.5\times$ catch rate modifier. -
Omega Capsule: Bypasses the catch probability formula entirely. Guarantees a
$100%$ successful catch rate on any wild target.
- Light Heal: Heals 20HP, slightly effective. Heals 25HP for Fairy Types.
- Strong Heal: Heals 50HP, hard to obtain in dry areas. Especially found in Granite Island
- Paramedicine Supreme: Heals all HP.
- Reliever: Heals all status effects.
- Omega Heal: Heals all HP and status conditions.
- Level Leaf: Gains 20XP.
- Level Token: Gains 40XP.
- Level Supreme: Gains 100XP.
- Gloop: Obtained by beating 2 Toxic types.
- Bones: Obtained by beating 2 Normal types.
- Apple Core: Enhances attack stat by 1.
Due to the grid-based map structure and deterministic RNG seed generation, Magimals Toxic is highly optimized for competitive speedrunning categories (Any% and Glitchless%).
- Starter Optimization: Selecting a high-Speed starter allows you to consistently strike first in early-game encounters, saving valuable real-world seconds across the run.
- Manipulations: Walking strictly on the outer perimeter lines of encounter areas minimizes the tile-step encounter check loops, significantly reducing random battle triggers.
For maximum tactical control and lightning-fast menu navigation, the complete input handling loop maps directly to standard QWERTY profiles:
| Action Category | Key Binding (Primary) | Key Binding (Secondary) | Engine Event Trigger |
|---|---|---|---|
| Move Up | W |
Up Arrow |
player_move_y(-1) |
| Move Down | S |
Down Arrow |
player_move_y(1) |
| Move Left | A |
Left Arrow |
player_move_x(-1) |
| Move Right | D |
Right Arrow |
player_move_x(1) |
| Interact / Select | Spacebar |
Enter |
ui_execute_confirm() |
| Cancel / Menu Back | Escape |
Backspace |
ui_execute_cancel() |
| Open Inventory | I |
E |
ui_toggle_backpack() |
There are single tap controls to suit and support people who find it hard to move properly, like arthritis or something else.
The structural layout of the game overlays directly onto the primary HTML Document Object Model. This is to ensure it is lightweight.
The game logic is continuously tested against strict layout rendering engines to guarantee identical gameplay experiences across disparate consumer hardware configurations.
| Browser Engine | Rendering Environment | Minimum Version | Optimization Status |
|---|---|---|---|
| Google Chrome | Blink / V8 JavaScript Engine | v92.0+ | Fully Verified (Native) |
| Mozilla Firefox | Gecko / SpiderMonkey | v90.0+ | Fully Verified (Hardware Acceleration) |
| Apple Safari | WebKit / JavaScriptCore | v15.0+ | Verified |
| Microsoft Edge | Chromium Evolution | v92.0+ | Fully Verified (Native) |
To facilitate rapid future extensions of the game's roster, all wild Magimals are loaded into memory using a standardized, predictable database schema pattern.
{
"magimalId": "MAGI_num",
"name": "Whatever",
"primaryType": "Type1",
"secondaryType": "Type2",
"stats": [
{
"hp": 60,
"attack": 60,
"defense": 60,
"speed": 60,
"spatk": 60,
"spdef": 60
},
{"multiplierPerLevel":1.1}
],
"movePool": [
{"levelLearned": level, "moveId": "MOVE_move"},
{"levelLearned": level, "moveId": "MOVE_move"},
{"levelLearned": level, "moveId": "MOVE_move"},
...
]
}Because Magimals Toxic is designed to run directly inside browser tabs for extended play sessions, the engine enforces strict memory lifecycle management to eliminate resource leaks.
- Canvas Reset Routines: When transitions occur between the exploration map and the active battle state, the rendering context clears all unneeded sprite coordinates from memory to prevent GPU memory bloat.
- Event Listener Cleanup: The global input subsystem explicitly detaches tracking hooks when menus open or close, avoiding the creation of orphaned background loop scripts.
The sequential mounting of game systems follows a rigid lifecycle hook model to ensure assets load securely before any user interactions are registered.
[1] Document DOM Content Loaded Event Triggered
└── [2] LocalStorage Scanned for Saved Game Binary
└── [3] Main Canvas Viewport Mounting & Context Bindings
└── [4] Global Spritesheet Image Textures Preloaded into Memory
└── [5] Input Subsystem Registers Event Handlers
└── [6] Main Loop Execution (requestAnimationFrame Mount)Thanks to all people listed here, who decided to join the group and made their contributions. And thanks to you, for viewing Magimals Toxic.
Much work has gone into this project, and I'm glad to see all that progress recognised by the world.
