Battle (VoxelMonster)

**Battles** are one of the major game activities in Voxel Monster, where both the player's trained monster and an enemy monster duke it out with physical and magical attacks to determine a winner.

## Overview

As the player continues playing the game, they and their pet monster can encounter a random monster, spawning in and wandering near the back half of the room. The odds of encountering a monster this way is boosted using the Lucifer Statue. While an encountered monster is present, it can be challenged to a battle, through tapping a button at the bottom left. This button is identified with a pair of clashing swords, and the level of the enemy monster above them. Outside of combat, these encountered monsters are harmless, eventually leaving on their own if they are ignored for too long.

When the player taps the fight button, they and their monster are taken to a new screen, where their monster and the encountered monster stand off on a stone platform, ready to begin the fight. Combat performance are derived from both monster's stats, which are displayed above the main screen. These stats on the opponent monster are distributed according to that monster's stat growth curve, with the number of stats granted to the monster being determined by its level. The level of the enemy monster roughly matches the level of the player's own monster, with slight variance.

During combat, both monsters randomly choose between physical attacks and magical attacks to attack their opponent. Player input from the start of the fight is limited: just like the main screen, the player can move around the camera by dragging the screen for different angles of the fight. They can increase the battle's speed from normal speed to 2x or 3x speed, or they can back out of the fight at any time, cancelling the fight and not counting towards the monster's Win or Loss tally.

Once one of the monsters loses all their HP from enemy attacks, they are replaced with a tombstone. The fight is declared over, both monsters stop attacking, and the remaining monster is victorious. Leaving now will successfully tally a win or a loss for the player's monster. If the player's monster lost, returning to the main screen will act as nothing had happened, with the enemy monster still present and the player's monster unharmed. The player can even try to fight the same monster again in a rematch. If the player's monster wins, then the encountered monster disappears. If that monster was previously not discovered in the player's Database, then that monster's information is partially identified, revealing everything except its stat growth.

## Summons

Instead of waiting around for random enemy monsters to arrive, the player can also summon in other player's monsters for their own monster to fight with. Whenever a player's monster passes away, they are able to be saved into the Graveyard, a save system for prior pets that remembers how the player allocated their stats.

Depending on how the player trains their monster, these summoned foes can present some of the most demanding fights in the game, as not only are players able to more effectively allocate stats, but are also able to obtain very high monster levels. These summoned monsters do not scale with the player's own monster, so power imbalances can immerge. Alternatively, players are able to make easier fights, allowing monsters to evolve with bare minimum stats that other player can use to discover evolution requirements for many of the Ultra class monsters.

There is a good bit of utility in having a graveyard with both a weak and a strong monster code, as players are able to also summon their own monsters. With this in mind, any monster evolution conditions requiring more wins over losses or vice versa can be manually scheduled by the player.