User:Mr. Yokai/Kotomo Beyond

I can't tell if FANDOM misunderstood the sentence of "We want Classic Editor back". Looks like I'm stuck with this. Kotomo Beyond is currently a non-canon sequel to Kotomo and Kotomo: Abandoned Tales. Developed by Ragtag Refusal, the game introduces hundred of new Kotomo to the franchise and brings back all Kotomo in the previous games.

Set in the region of Laniakon, the player has escaped to here in an effort to get away from a rampaging Vulrip initially; afterwards, they're tasked to try and learn about the Kutekina and how they exactly tick, but soon a research mission becomes a mission of a lifetime. The region of Laniakon is a magical place, unlike any other civilization in the Kotomo world.

Story
Unlike other Kotomo games, instead of a digitized screen, you instead write down your stuff on a scroll located somewhere. What you write down is the same as Abandoned Tales.

Gameplay
Mainly the same as Kotomo, most of the gameplay is unchanged and plays the same as Kotomo; there's not a lot of features removed aside from taking on a new region.

Overworld
The overworld can now accomodate vehicles for the player to drive around such as bikes and rafts the player can ride around. Laniakon is split into 19 (if counting the last world, 20) sections for the player to discover; it's a magical world, just for a reminder. The player can now set down bait to lure Kotomo towards theme; this allows you to lure in Kotomo. You're also capable of doing jumps to cross gaps and jump out short ledges. Said move is often times only used for Surge Kotomo, and in some short parkour sections.

Kotomo
Kotomo mainly stays the same, with a few changes.

Natures
There are new natures in the game, and thus new shakes.

Local Variants
Unlike Vacadia, Local Variants are instead found in a specific part of the overworld. Say, if you're trying to find Wikin Zasp (or PLA-Zasp), you must head to Wikin Meadows, otherwise you find normal Zasps everywhere else. Another example is that if you want to get a FLA-Frosky, you must head to Dashash Mountain and advance Pubble there.

V-Kotomo
Special Kotomo in each zone can be acquired by completing all the quests of said zone; they are some of the first ever Kotomo made by Valia. They start at Level 1 and are very strong, all with a signature attack move, supportive move, and ability. They all have one type each.

Kutekina
Kutekinas are basically the opposite of Kotomo; they were trying to help humans originally, but humans saw them as general nuisances, and trashed them on. This has lead to them to growing aggressive traits, wanting to absolutely stop mankind at all given opportunities. While at first just the same as a Kotomo (with some of them just chasing you immediately on first sight), they instead have traits for types.

Vyb
Instead of thriving on V-Energy, Kutekinas thrive on Vyb; while similar to the V-Energy mechanic, they actually work differently. Instead of having to enter a stance to use a certain Vyb attack, Kutekina can either choose Anger and Despair Vyb; the former being similar to V-Forms and the latter being similar to V-Moves. V-Call and V-Cheer are replaced with Rage Vyb, which dramatically enhances all their stats for three turns, also powering up their Anger/Despair Vyb. Vyb moves depend on user; some Kutekina change their Anger/Despair Vyb when they advance!

Y-Kutekina
Similar to V-Kotomo, you can achieve special Kutekina, though it's with a different method; instead, you must do five complicated feats to achieve the Y-Kutekina. While they only have a signature ability, they do have their own unique Vyb moves user, like any other Kutekina. Like V-Kotomo, they're some of the first Kutekina made by Ybiol.

Other Minor Differences

 * Kutekina cannot be Negative Kutekina, since they're already negative.
 * Kutekina aren't affected by Negative Kotomo effects, but have their stats slightly reduced.
 * Kutekina traits don't have a type effectiveness table. Instead, Trait-using moves are treated like Neutral moves.

Surge Kotomo
Surge Kotomo are Kotomos that are surging with power and act as the bosses of Kotomo Beyond. Instead of simply being beaten up via moves, Surge Kotomos require the player do certain actions against them (such as hit multiple parts of their body to truly defeat them of them or even engage a mini-game battle with them), with some even pitting you into small parkour sections that are short but gets increasingly difficult each round. During these parkour sections, the player's HP is marked with Stamina; lose all your stamina, you'll have to go back to the last round.

Weather
This only describes overworld effects. Field Kutekina are common in all weathers, but only slightly.

Other

 * Temperature: The temperature of the battle right now. It has many factors to determine the temperature; location, terrain, weather, you name it. Temperature affects some abilities and the factors of Burn or Frozen.
 * Item Trade: A faster way of selling stuff. Trading items is half the price they're normally are, so if you want something that costs $100, you'd have to get one of something that costed $200. Some stuff are exclusive to Trade.
 * Neutral Kotomo: With one exception being Customo, Neutral Kotomo exist; all share Adaption and all are branching paths where they lose their Neutral type upon advancing to get a new type.
 * More Minigames: Each portion of Laniakon has a special minigame that's usually optional (except Rush Battle and Quick Hits which is required to progress into the story).
 * Overworld Abilities: To not make abilities so one-noted, some Kotomo have abilities focused on the overworld.

Locals
Locals don't use Kutekina, mainly due to their aggresive demeanor towards them for trying to hunt down some sacred Laniakon items. Johom wants to stop 'em.

Typing System
TBA

Changes from Past Entries

 * Some moves and abilities were renamed to sound either less dumb, or have more flexibility with other Kotomo if they happen to get the ability later on. Examples include:
 * Heavy Armory -> Unfazed
 * Mimicry Master -> Mimicry+
 * Bright Hypnosis -> Hypno Flash
 * Bonkers Crash -> Ping Bang
 * Darkness Swift -> Umbral Stalker
 * (X)'s Adaption is changed to something "cooler" such as Bowsant's Adaption being Lightcore.
 * Sparkle ! As mentioned earlier, it's related to fashion. Not just that, but it can also relate to candy! This gives the weakness chart a fresh batch of updates. Sparkle ...
 * Is super effective:  Plant ,  Ice ,  Melee, Light.
 * Is not effective: Flame, Poison ,  Wind , Digital.
 * Resists:  Ice ,  Melee, Mythic.
 * Takes super effective damage:  Water ,  Earth, Poison , Wind.
 * Speaking of which, there are some retypes.
 * Bowsant ( Light / Sparkle ): The very ironic statement where it doesn't like dirt on it, yet it's Light / Earth.
 * Blodiko ( Bug / Wind ): Type consistency.
 * Usablizz ( Ice / Sparkle ): Simply its appearance.
 * Weakness chart changes.
 * There's no more "same type" weaknessses/strengths.
 * Valia's species name is now "The Radiating Energy" to fit the new Legendary naming scheme.
 * You do not actually get to pick your starter; instead, you are immediately given Customo at the start of the game, right before the battle with the Squigorms. There is no three starters, unlike previous games.
 * However, your favorite type/trait actually determines what Charger Iciborg gives you. Say, if you like Sparkle, you'd get the  Sparkle Charger.
 * Excess amount of shortening.
 * Abilities exclude excess details and simplifies things. Cunning Trap+, for example, simply says "The user prevents the opponent from retreating." Speaking of simplification...
 * Stats have simplistic forms as to reduce clutter in abilities. For example, "Attack" as a stat is simply said as "ATK".
 * Some weather names were shortened. Instead of something like "Thundering" and "Strong Winds", they are respectively shortened to "Stormy" and "Windy".
 * Darkness Terrain is renamed to Umbral Terrain since it sounds less stupid. Plus, Darkness is not an adjective.
 * All pseudo-legendary lines are debuffed to no longer be pseudo-legendary. The only real pseudo-legendaries are the V-Kotomo and the Y-Kutekina.
 * You can now have Nature Fruits as held items.
 * Plus abilities are basically the new enhanced version of abilities! These are slightly buffed versions of pre-existing abilities, and abilities can be changed into this by feeding Kotomo a Pluzania. Pluzanias can be rarely found in certain places and change place each day.
 * Certain Kotomo have plus variants of abilities. These are:
 * Dispyser (Cunning Trap+, same as original. Cunning Trap is debuffed in the meantime)
 * Embatt (Ambush+, first and second turn)
 * Mawlar (Gaping Maw+, 2x damage)
 * Wraylwyrm (Rocket Power+, 1.5x damage)
 * Gigerupt (Invincible+, makes it reflect indirect attacks)
 * Shamamori (Lucky Charm+, boosts the party's luck more than normal Lucky Charm but only by a bit)
 * Cannorn (Deadeye+, 50% chance instead)
 * Fugruption (Death Charge+, does more damage than usual)
 * Certain abilities change as to prevent overlap. This includes:
 * Snowy Repair (Ice-type moves heal it instead)
 * Speeding Up (Entirely removed)
 * Crippler (Buffed to two-stages)
 * Brutal (Super-effective hits inflict Bleed)
 * Some Negative Effects are changed. Most of the changes just consist of better reasoning, or the complete opposite, but less "too scared". It however also renames elements into more powerful versions.
 * Inferno : Non-Flame Kotomo are burnt so hardly they focus more on putting the fire out. Effect stays.
 * Stream : Non-Water Kotomo will be so soggy, they cannot budge. Effect stays.
 * Voltage : Non-Electric Kotomo are paralzed by its presence. Effect stays.
 * Wood : Stays the same.
 * Glacier : Stays the same.
 * Stength : Non-Melee Kotomo are intimidated into hiding. Now inflicts Daze.
 * Plague : Stays the same.
 * Terra : Non-Earth Kotomo are stuck in a rockslide. Now causes Rocky Terrain.
 * Bluster : Reason stays the same, except the hurricane now blows them away. Effect stays.
 * Brain : Stays the same; the only real change is that it inflicts Hurtful, but that's all.
 * Arcane : Non-Magic Kotomo are cursed and locked in place. Now causes Strange Terrain.
 * Insect : Non-Bug Kotomo are chased by a swarm of bees. Effect stays.
 * Umbra : Non-Shadow Kotomo can't see; if they do they get spooked out. Effect stays.
 * Rare : Stays the same.
 * Steel : Non-Metal Kotomo are turned into gold. Effect stays.
 * Lux : Reason stays the same, but they are blinded. Now reduces EVA.
 * Cyber : Non-Digital Kotomo are glitched out. Now causes Distorted Terrain.
 * Fashion : Non-Sparkle Kotomo get charmed and decide to side with it. Causes Charm occassionally.
 * Most of the Vacadian advancements are changed as to slightly cut down on non-level up requirements for Kotomo or to not feel uncreative.
 * Slightly tweaked Fear.
 * Fear no longer deactivates abilities. As a make up, it instead halves the user's ATK and MGI.
 * Fearing Kotomo/Kutekina are now called Scared Kotomo/Kutekina.
 * Aerogami has a new Unfolded form that's achieved via a special item called the Unfolder. In Unfolded form, Aerogami sacrifices it Stance for a huge boost in SPD.
 * Moskemo learns three HP-draining moves on Levels 29, 35, and 40, as to not make getting Tynchuine a joyless slog through.
 * Animation improvements.
 * Wild Kotomo and Kutekina have special entrance features as opposed to just appearing. For example, Jinching will suddenly dig out of the ground, Kittek suddenly materializes into the battle, Beebox jumps in while doing stylish moves, Cryad floats from above, Icube lands into the battle, Candliss appears from the ground, Pimoquix appears from a fire, etc.
 * Faster and unique fainting animations that immediately play upon being knocked out along with dialogue saying "(Kotomo/Kutekina) fainted!" or "(Kotomo/Kutekina) fainted..."
 * The Kotomo/Kutekina Listing improved.
 * There are new search options for types, name, etc. You can also pick a specific type of Kotomo (for example, if you want to just look fore Metal/Ice Kotomo as opposed to look for all Kotomo with Metal or Ice).
 * A Kotomo you have not befriended yet can be pinned by holding down on it, indicating you're trying to look for one. A Kotomo you have befriended can be hearted, signifying you like it.
 * Your Star Kotomo is no longer automatically your starter, instead being your favorite team member. Your Star Kotomo can be chosen by holding down on the Kotomo you want to star.

Kotomo/Kutekina Listing
Due to the sheer amount of new Kotomo in the game, they are separated into subpages for easier navigation.

Kotomo
Not yet.

Kutekina
Not yet.

Returning Kotomo
Not yet.

World Map
The world of Laniakon is vast and big, and magical! Some say this is the sandbox of the deities. It's said they were named after Lonia and Kania, two... but who are they? Zones in italics mean that they are where Surge Kotomo lurk. All zones have Rundrake and Dispyser unless otherwise stated; Trikrawl is only found in Kamion Swamp.

New Moves
Note: Signature move is only used to denote a specific Kotomo only being able to use it via leveling up; this does not count Customo (except for Customo-only moves).

K0D3T0M0
The K0D3T0M0 is a way to get new Kotomo for free, lest they use a password (either found on the website or or have save data for a game. Sometimes, the Kotomo you get are exclusive to it! Below is the list of Kotomo you can get.

Development
Development for this game officially started at June 10th, starting with some simple ideas before expanding into the wilder terrains. There were some problems, including the retcons Mr. Yokai unintentionally created that forced him to halt progress to look into the problems.

Concepts

 * The main concept of Anger/Despair Vyb is based off of Mega Man 11's Double Gear System. It's also partially based off of Plant Food and Tacobilities from Plants vs. Zombies 3.
 * The designs for Anger Vyb are generally based off of either Mega Evolution, Gigantamax, Shadowside, or Onechanside. Sometimes, it's just based off of the Power Gear (drastic shape changes or gaining an aura).
 * Kutekina were made by Yokai to accomodate another species in a game. No Pokémon-like game had two types of main species (ignoring things like humans); Pokémon only has Pokémon, Digimon only has Digimon, etc.
 * Customo was the result of multiple things, being:
 * Yokai's inability to think of starters
 * Seperating Kotomo from Pokémon
 * Having a fully customizable Kotomo
 * Being a unique starter as it doesn't evolve, and doesn't come with three other starters
 * Pietro's Appetizers was inspired from Curry Cooking. It was also inspired by Crashlands's elixirs (potions that give a certain effect usually for around 20 minutes), and crafting.
 * Local Variants depending on the zone you are in (Wikin Zasps in Wikin Meadows, normal Zasps everywhere else) was to further out the differences from Pokémon. Due to this, there is no "Laniakon Advancement", and is rather simply called Local Advancement as to avoid having to put in things like "Spirepond Advancement" or "Dojo Advancement". All of them having Local Advancements is to further out the differences even more.
 * There is still however Vacadian Variants (except a select few). Instead of getting them from trade, you actually find them in the wild.
 * The decision to make all Legendaries have different and unique names aside from "The (X) Kotomo" (along with V-Kotomo) is not just because it sounds cooler, but it sounds unique.
 * The decision to make all standalones look like first-stage Kotomo (READ: First evolution) is to have them raise questions for people who were planning to give them advancements and pre-advancements.
 * All Local Variants have a new Local Advancement of sort. This is to seperate the differences from Kotomo and Pokémon. It was actually inspired by DarkNWindie.
 * However, Vacadian Aerilion is not changed in any way. This means that Vacadian Aerilion is the only Local Variant to not possess a Local Advancement (though it is changed to Gloriol, you can still get it).

Facts

 * Cosmic was actually a scrapped Kotomo type that got replaced with Light . Given that Electric / Cosmic was considered, being paired with Psychic / Poison (Axoltox) and Metal / Mythic (Kirithil), it can safely be assumed that Raidrum was gonna advance into something more space-related.
 * Similarly enough, it can be assumed that Valia was gonna be Cosmic / Mythic, rather than Light / Mythic.
 * Some Kotomo/Kutekinas were inspired by one thing and another. For example, the Guttycap line was inspired from PvZ3's Buttercup.
 * Dono was brought back due to being one of Mr. Yokai's favorite characters in Heroforce. Protodrake was brought back due to looking like a nice candidate for being a Kotomo.
 * The reason why Laniakon things are referred to as "Laniakonic" as opposed to "Laniakonian" was to be unique; Alol an, Galar ian , Heiwan ian , Vacad ian ... you name it.
 * Neutral Kotomo are based off of Mighty Monsters's Neutral type. Only difference is that they only evolve once.
 * This is the biggest project Mr. Yokai has worked on. Other projects tend to be ended fast for some reason or another.
 * Angfour was slightly based off of the 'Merican Yokai, specifically the Starry Spangles Yo-Kai.
 * Purge  and  Speed  actually use the old color palettes for  Poison and Bug . The former was originally darker while the latter was more green-ish.
 * A few Kutekina traits were brainstormed with the help of some sources, such as ForMonsters for Field . It was also the second hardest part of Kutekina brainstorming; Yokai wanted the traits to be flexible enough to be used with.
 * This is the first Kotomo game (that's not a spinoff), amongst things:
 * To have less than three starters, and thus also not have a type triangle.
 * In addition, it doesn't have theme of "research ways to end a world crisis", being the second one to not have that; Kotomo Abandoned Tales being the first one, simply being about research.
 * To not start on a digitized screen to put in info. If we're talking about release dates, then Elements of Life was the first to do this, instead being on a passport.
 * To have artwork that bears a resemblance to the original Kotomo.
 * This was to have a feeling people are looking at actual Kotomo.
 * To include another game into it, being Abandoned Tales.
 * To include DLC in it.
 * Depending on your view, this is the first or second Kotomo game to not include the player in the first cutscene after the info verification.
 * Kotomo's first cutscene is just you riding a subway car to Verdacorp.
 * Abandoned Tale's first cutscene may not count, but depending on your view the first cutscene includes the player via name mention.
 * Elements of Life has the avatar leaving the terminal.
 * To not have artwork made by the creator (because all his artwork includes white background and svg files have a tendency to screw up for him, plus he's not that good of an artist in his opinion).
 * To not add new trainers, instead simply rehashing Chris and Ciela.
 * To add a new type, but probably being later than Chaos.
 * To have the creator not contact Pyra with Discord. Private reasons on why he can't get it.
 * To have the world map orientated on types.
 * To have the world map also list things that aren't cities.
 * K.A.T's name unintentionally was a abbreviation of Kotomo Abandoned Tales. Mr. Yokai liked it so he decided to include it as a small easter egg.
 * The hardest part of Local Variants is actually figuring out what to pick. Mr. Yokai set up a rather strict criteria (at least two in one zone, both have to have types matching the zone and have one additional local advancement or replacement local advancement, and no Kotomo rehashes) of implementing them and most of the time had to focus on the more obvious things. It was also because Mr. Yokai wasn't going to add an advancement and local advancement to a single Kotomo.
 * The creator actually wanted to place advancements in-between lines (such as something between Camole and Tremole), but didn't because it might attract the ire of Pyra. The reason is because of the ridiculously small amount of branching paths and three-stages, with only 5 three-stages and 1 branching Kotomo, which at that time Mr. Yokai didn't understand.
 * Wikin Meadows is the only place to have mandatory parkour, because Mr. Yokai didn't want to alienate so far, it becomes a platformer game with monster-catching elements in it. Even then the parkour is in short sections.

Certain Kotomo/Kutekina

 * To date:
 * The only real standalone Kotomo that returns that Mr. Yokai didn't try and brainstorm Kotomo about is Aerogami, Rundrake, Squashrub, and Mutarter/Muxperimen.
 * Aerogami has two forms. It was just not worth giving a pre-advancement to. Instead, it got an unfolded form.
 * Rundrake was the mascot. Giving it an advanced form would be weird in Mr. Yokai's eyes.
 * Squashrub is one of the only standalones in Vacadia as of now.
 * Muxperimen is one of the only standalones in Vacadia as of now.
 * Rookid and Shamini, if counting K:EoF, has the most Local Variants, at 2.
 * The reason why certain standalones don't get advancements at their base form (such as Kilikilo) is to prevent every single Heiwana standalone from not being a standalone.
 * Wormetric was debuffed to no longer be a pseudo-legendary, the reason being is to basically make V-Kotomos like pseudo-legendaries and Wormetric would be polarizing if it was like a pseudo-legendary.
 * Due to Customo's custom nature, it has many properties a Kotomo can't have.
 * General
 * It is the only Kotomo that can have a trait, also being the only one that can have a trait and a type at the same time.
 * It is the only Kotomo that has two possible abilities. You however have to install them.
 * It is the only Kotomo that can swap moves without having to forget them and swap abilities.
 * Starters
 * It is the only starter that doesn't have Adaption and can't end up with their own Adaption, though Customization is Adaption by default.
 * It is the only starter that is Neutral. You see, Neutral Kotomo don't have strengths or weaknesses, meaning that they are not apart of any weakness triangle.
 * It is the only starter that doesn't come with other Kotomo. Usually, you'd get three starters that form an elemental triangle, but not here since Neutral does normal damage to everything and takes in normal damage.
 * It is the only starter which doesn't evolve.
 * Other
 * It has the most possible type combinations that it simply cannot be calculated.
 * Bursa was made before Awburn, and Mr. Yokai didn't want to remove an idea he liked. Awburn was basically the same as Bursa which put Mr. Yokai in a dilemna so bad he had to purposefully change up the concept of Awburn to prevent idea override.
 * Lumingler was actually originally a Pokémon. It was originally made as Chinchou's evolution if it was shiny (though colors were off). Mr. Yokai decided to return it as a standalone Kotomo.
 * Cusolar was originally Trimolar who was Earth/Sparkle. However, it didn't fit Yokai's criteria to making Kotomo for zones because Flame fell flat with only seven lines in Dashash Mountain.
 * Moputa's Copy & Paste ability intentionally doesn't work if the weakest move happens to be stronger than the move it copy paste as to avoid frequently turning stronger moves into weak moves and thus making Moputa weak.
 * Tipikle is actually a portmaneau of "tickle" and "pickle", referring to the "Break the pickle! Tickle tickle!" rhyme, but it ended up sounding so similar to "typical", Yokai decided to include that in the portmaneau.
 * Twaice is based off of Snoble from Pokémon Anima and its abilities (and description) were meant to parallel Ashela.
 * Xanys-Man and its species name, the M'Ling Kotomo, are based off of the Beastfolk, not animal abuse.
 * Urku's line was actually a mistake; Mr. Yokai had no idea that Urku was actually an urchin.
 * Tamegg was originally Tamagon, but upon realizing there's a character actually named Tamagon, it was renamed.
 * MAG-Frospite is the earliest Local Variant between normal Kotomo release and its release. It was immediately brainstormed upon seeing. The entire line was based off of Jack Frost upon Mr. Yokai seeing the words "mafia jack frost ".
 * Verglippy was originally Nippyack, but the former name was cooler.
 * SHD-Beebox's headphones were actually meant to resemble Mozart hair. This was lost in its redesign as it now resembles a different kind of headphones.
 * Not every single Kotomo appears in Laniakon, meaning they won't naturally appear. This includes:
 * Vacadian Aerillion: Gloriol, and DarkNWindie path. Giving it an advancement would also mean giving Dandilite multiple advancements, something that Mr. Yokai simply didn't want to do.
 * Brawline: Two reasons.
 * Brawline was too similar to Wolveraze; both are capable of decimating buildings (Brawline has to be in a pack) and both are willing to fight others (Brawline for simply turning things into their punching bags and Wolveraze for proof it's powerful), hence why there is no mentions of a pack completely destroying houses. It's however still KINDA intact.
 * Having Pathelpha advance into Brawline would be problematic, as the Redemption Charm requirement is before Brawline. It would make zero sense for Brawline to use the Redemption Charm since it's already a fighter.
 * Speaking of which, they get at least one mention as to not look as if they were wiped out of existence (if the player was incapable of trades).
 * There is also a reason to why most of the Vacadia Kotomo were changed to have level-up requirements; there were just too much level-up requirements that required doing a certain action, and some made very little sense.
 * All Vacadian Variants were given at least a new advancement if they didn't have one and sometimes were replaced. This is Mr. Yokai taking a DarkNWindie route, in which in itself has Regional Forms always contain some new evolution.
 * The reason why Degijaxor is is the real first-ever Digital Kotomo is to solve a problematic dilemna: Runech was said to "given (human's) lives back after a sudden resurgence of human civilization that were once drought since a thousand years ago" yet Kitteks are made from "an otherworldly energy received through radio transmissions" and are apparently the first-ever Digital Kotomo. There is no way radio transmissions existed 1000 years ago, unless the world of Kotomo evolved faster than Earth or Runech evolved when Kittek came into existence.

Information

 * If you are confused about all the Kutekina traits, here they are.
 * Cosmic : These are based off of space-related things such as aliens and meteors.
 * Noise : Kutekina with this trait tend to either be loud or related to music.
 * Undead : Can be based off of spookiness, ghosts, the undead, monsters, and sometimes death.
 * Field : This can be related to weather and terrain, such as sea or sky.
 * Feral : Tends to refer to animals, occassionally bugs.
 * Impact : It tends to aim towards things that can really damage stuff.
 * Food : Food, and gluttonous beings.
 * Crystal : Similar to Temtem's Crystal.
 * Regen : Those with Regen tend to be focused on stuff that can heal you, or something.
 * Time : Either related to time or related to different eras, such as the Age of Elightenment.
 * Pocket : Things related to objects, such as thieves (stealing them) and swords (are them).
 * Purge : Related to slowing and stalling, some cues from Contain-Mint (PvZ2) is here.
 * Speed : Generally speedy things, sometimes even motion.
 * State : Three states of matter, fits for all miscellaneous types of those. Like, say, paint.
 * Mystic : Like Magic and Mythic. Can include special artifacts at times.
 * Ink : Related to aspects of creativity and cartoons, originally just the latter.
 * Blood : This tends to be related to body parts or violent Kutekina.
 * Industry : Similar to Digital, though it focuses more on the less digital side.
 * Pyrgarde is REALLY weak, with 1 HP, low-but-decent ATK & MGI, nonexistent DEF & RES, and slow SPD. Impenetrable makes up for this, making it only really take damage from V-Moves, V-Forms, Anger Vybs, and Despair Vybs. The other attempts do 0 damage and don't affect it at all; not even status effects faze it.
 * The player will be pixelized back into safety if they happen to touch/do something lethal out of Surge Kotomo combat.
 * Digouter is actually based off of Dr. Moreau. Likewise, like, said Xanys-Man is based off of the Beastfolk. They are not based off of animal abuse.

Easter Eggs

 * If a Kutekina is on minimum friendship with a Vacadian Cryad or Culterror in sight, the Kutekina will always be with it.
 * Dono is hidden in all zones at really weird places players won't really notice the first time, or probably won't go through. To find Dono:
 * Oomon Rainforest : Once you get the Snorkeling Gear you should find a really hard-to-find button in the Fishing Area's river that blends in with pebbles. Then, return to The Walkways and approach Blank Cavern. If you touch a very specific spot, you'll be able to find Dono.
 * Dashash Mountain : Assuring the player has Equine Boots, before the fight with the Surge Kotomo, the player should do a leap of faith to the left side. If done correctly, the player will find themselves on an island.
 * Rarcian Fontaine : One rock can actually be moved in Soudz City, but only in the post-game.
 * Sipplesap Crags : At first, there looks as if there's an unreachable temple, but by jumping at a specific spot, a platform will suddenly appear to save you from falling far down and transport you to Dono.
 * There's a rare chance that when playing without sound and going onto bugger.exe's profile will instead be an error. After this is discovered, it can be disabled.

Scraps

 * Perhaps one of the more drastic changes is that it was originally going to be a free-to-edit project.
 * Special finds was originally gonna act like the Mighty Monster's "Catch these Monsters!" level requirement, except it's a small reward for finding them all and are usually hard. This was just... scrapped since it seems as if it was going to be biased to Laniakon.
 * The starters originally were Pokémon Uranium-esque. They were Flame / Melee, Water / Magic , and Plant / Digital.
 * Originally, all zones were going to have 25 Kotomo lines each (Oomon with 20), but when put in a calculator, that would result in 900+ lines to make, and thus could be too much work. It was reduced to 20 (Oomon was 15), which while still really big (700+), it should reduce the workload a tiny bit.
 * Some Kotomo were scrapped in the development, including:
 * Pooces (along with an unnamed advancement), an Earth / Poison Kotomo based off of not just poo, but poop deck cleaners. Scrapped for being too gross.
 * Illax and Jawrickery ( Plant / Psychic ), was supposed to be a Healfruit mimic. Scrapped for... reasons.
 * Few hip advancements were planned, but they were soon limited to Angfour and the starter alter-evos.
 * Y-Titans were scrapped since V-Titans were scrapped. See reason on why V-Titans were scrapped on the Kotomo: Abandoned Tales page.
 * Advancements of Gnashark and Wolveraze were considered, being known as Gnamallet and Werancier respectively. This was scrapped for reasons unknown.
 * Beating Dono in all zones originally allowed the player to get to a zone called "Spesh Sanc", which was supposed to (SPOILER). It originally contained a whole batch of Pyro Enterprises and Gear Games Kotomo (and TFFM side-characters due to Saranctha's involvement). One of Dicer's dialogues consisted of launching an incredibly long statement of who he doesn't want to be near, either due to being destructive or something.
 * V-Kotomo, after dislike of their previous names (and sometimes concepts), were redesigned.
 * Speaking of which, they originally evolved three times, which would be beyond ridiculous for Mr. Yokai.
 * Sparkle went through heavy amount of changes as to give it a better weakness chart, via the help of RampageRoyale, StellaStardown, TheWikiOddish, and somewhat KirbiMiroir.  Sparkle originally beat  Electric and Digital ; the former was because clothes and candy are insulators and the latter was gum getting stick in devices. The former was scrapped for forgotten reasons while the latter was scrapped due to potential balancing issues.
 * Before Mutarter came out, it was considered for it to the sidekick of Xanys-Man. This was thrown out because Mutarter wasn't a fusion of the first advancements of the Heiwana starters and Mr. Yokai didn't want to go hard on Samtendo09.
 * A bunch of names were changed because of Yokai forgetting the name origin.
 * Charred Terrain was originally Blaze Terrain, but was renamed to not sound hypocritical.
 * Toxic Terrain originally allowed the Poison status effect to mix with other status effects. It was scrapped, because it was dumb and made it too OP. Plus, it was made when the description wasn't out.
 * bugger.exe's default description was originally glitched out. It was removed due to not being informative. It was turned into an easter egg later on.
 * Dephibug was a literal pillbug, forcing Mr. Yokai to change Ambug's basis into a literal Volkswagen Beetle and an ambulance. It was originally a literal pillbug.
 * Kotomo Pics were originally thought of, but it was too similar to Yo-Kai Circles, even being inspired by them.
 * During the time redesigns were planned, there was originally a complete design change of Engarop and Usablizz, but Mr. Yokai didn't want to completely change them. Instead, Engarop has a lighter color scheme and a few changes to not be small Hoppier while Usablizz gains the ability to disguise itself as a human. Same can be said with Picipiu, but this was mainly to avoid going hard on Samtendo09.
 * FLA-Gigapagos and MYT-Shamini was considered, and those didn't have unique advancements. While MYT-Shamini was retooled, FLA-Gigapagos was entirely removed. This is in favor of Local Advancements and to take a more DarkNWindie-like path.
 * For those not familiar, DarkNWindie didn't do Regional Forms until Generation VIII of Pokémon was released, due to Regional Evolutions.
 * Mr. Yokai is actually quite sad to see the original MYT-Shamini go.
 * Certain things, like Deseptin's pre-advancement Haddew and its other advancements, redesigns for certain Kotomo which feel more like chibi or big versions of Kotomo (like Crawnawl), Mutarter's rename (despite the fact Mutarter was one of Mr. Yokai's ideas), were removed when Mr. Yokai realized Pyra didn't like these changes.
 * Haddew was eventually brought back but revamped.
 * Briefly, it was considered for this game to not have a free-bending path and be linear.
 * Vacadian Aerilion and Brawline were considered to be entirely wiped out, but such an idea was slashed out to not look as if Mr. Yokai was retconning Kotomo out of existence.
 * Originally, the Flame and Digital Surge Kotomo were 90% dodgefests but it had to be toned down to appease to Pyra's (and to an extent everyone's) standards as to get the game into the "Canon Kotomo Games" category. Same goes with any other 90% dodgefest Surge Kotomo.
 * The Jump button was not entirely removed as its purpose wasn't 100% tarnished.
 * There was a bunch of descriptions for Returning Kotomo that had to be scrapped because Mr. Yokai didn't get contacts for far too long and due to his paranoia of getting banned for advertising to somewhere else.
 * The story had to change multiple times.
 * Dicer originally would actually talk human language with the explanation being upgrades, but after asking Dicer in Samtendo's AMA, it was revealed that it depends. Thus, Dicer had to get a really obvious (and visible) translator. Speaking of upgrades, his "Hard-to-thaw" upgrade was still kept. Later, he was entirely removed.
 * Blade was originally one of your sidekicks, having became depressed upon the death of Ren, but that was immediately slashed out when Interlude 2 of Kotomo was released. It's unknown why it was slashed out, but the developer can confirm that if he were to say it, massive spoilers would potentially happened.
 * A minor change is that originally the story was entirely 100% about saving Verdacorp and the world. It was changed so that such a mission only really happens later on.

Credits

 * The creator of Kotomo. Obviously. Credit to her for the main page template of Kotomo. For characters other than the ones in Kotomo: Protodrake (K070), and Dono.
 * For Kotomo: Abandoned Tales and the traits inspiration.
 * KirbiMiroir, RampageRoyale, StellaStardown: Helping me tweak the Sparkle type.
 * TheWikiOddish: Tweaking Sparkle type, thinking of names to give bugger.exe (which I used as some common names along with Bugeberne), being the inspiration to re-tweak some Kotomo from Abandoned Tales as to not look like basic small/big forms of Kotomo.
 * Artwork.
 * DarkNWindie: Albeit not actually helping me, he did give me some inspirations with his awesome Pokemon.

Notes (not part of the page)

 * PYRA, PLEASE READ THIS. I am not planning to redesign any Kotomo we already made as to not fill up Saranctha's workload.
 * ALL STANDALONES ARE GONNA LOOK LIKE SECOND STAGES. This allows for more flexibility and basically more questions, like "Should I give it a pre-advancement?!" or "Should I give it an advancement?!".
 * Most of the standalones are gettin' (pre-)advancements, but some actually gain LOCAL ADVANCEMENTS! Specifically the ones which feel like they SHOULD advance, but I twist it so they advance via Local stuff.
 * I'm pretty sure each Kotomo is supposed to have unique abilities so expect the later Kotomo you'll see to BARELY have used abilities.
 * I may HAVE to remove some Kotomo/Kutekina if they seem a bit too violent for Kotomo standards or just have to tone them down a lot.
 * In fact I might have to redo the story since it might get edgy way too fast.
 * Depending on what the end of Kotomo is like, Blade might appear, except he doesn't have Dainamech. In fact that's why the Daggy line exists.
 * I have plans to port this to Spanish! Unfortunately there's a bunch of things I gotta do before slapping it into there.

Progress

 * Halted progress like said. But...
 * I've finished listing Kotomo for (not including names for no spoilers):
 * Neutral, Flame, Water, Electric, Plant, Ice, Melee, Earth, Wind, Psychic, Magic, Bug, Mythic, Digital, Sparkle!
 * With that said, I may be missing something, but I am seven worlds away. Well, actually... there's 20 worlds, I'll give you that.
 * I really don't know how to feel about the new UCP, because let's be honest; if you click Visual Editor, get ready to crash. Source editor's pretty much your only hope now.
 * Doing the Local Variants, having a bit of trouble. Can reassure that once Kotomo's done I may have an easier time.
 * With the death of Blog Comments in UCP, I have to migrate the announcements to Refusal. Wish me luck. Well, maybe.
 * Spanish port goin' nowhere. Sorry.
 * Moved plans to Google Docs, tables will move someday.