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Released Pokemon and the Tower of Power

This project has a release available. The full version is still a work in progress.
Project Status
Released
Project Version
1.1
Game Title: Pokemon and the Tower of Power
Game Screenshots: battle.pnglevel2.pngstart.pngstarter.pngTitle.pngtown.png
Game Download: (download here)
Made Using: Pokémon Essentials V18.1
Team: Atomic Sock
Notes:
Here is my first (and scuffed) game jam entry!
Working on this was very fun, even though I couldn't put in as much content as I originally wanted.
This was made solo, so I hope the quality isn't sub-par.
Nevertheless, here it is;

Pokémon and the Tower of Power!

A game that very loosely combines gameplay from mainline games and the mystery dungeon games.

Set in a single town, most gameplay occurs in a tower, split up into levels, which themselves are split up into floors. The floors are not randomized, but they consist of rooms connected by hallways, similar to mystery dungeon. You'll find grass, items, money, traps, and my favorite; luck tiles! 50/50 chance of a good or bad effect!

Edit: After a few months I've decided to come back and make a few changes to make this game less bad. I've updated the game download, old version no longer available.

Version 1.1 Changelog:

Fixed some graphical issues
Allowed running from wild Pokemon as normal
Darkened battle UI
Added difficulty toggle
Added fast-forward
Made Inn free
Reverted sell prices to 1/2 from 1/4
Fixed some bugs
More detailed changes in Changelog.txt in game download

Resource Pack: https://eeveeexpo.com/resources/771/
Credits:
Pokémon and the Tower of Power
by Atomic Sock
for Relic Castle Game Jam #7

Graphics

Some Custom Graphics
Pokémon Essentials
Modified by Atomic Sock

Player Character Graphics
Coffee Cup/ Poltergeist

Pokémon Overworld Sprites
MissingLukey help-14
Kymoyonian cSc-A7X
2and2makes5 Pokegirl4ever
Fernandojl Silver-Skies
TyranitarDark Getsuei-H
Kid1513 Milomilotic11
Kyt666 kdiamo11
Chocosrawlooid Syledude
Gallanty Gizamimi-Pichu
2and2makes5 Zyon17
LarryTurbo spritesstealer

Gen 4 Overworld Character Sprites
PurpleZaffre

Gen 4,5 Trainer Sprites
Mr. Gela/theo#7722

Outside Tileset
Magiscarf WesleyFG
SailorVicious (Formerly known as Heavy-Metal-Lover)
Shawn Frost NSora-96
PeekyChew Kyle-Dove
Claisprojects.com Minorthreat0987
The-Red-Ex UltimoSpriter
TyranitarDark DarkDragonn
rafa-cac Phyromatical
Alucus Newtiteuf
ChaoticCherryCake moca

Inside Tilest
Newtiteuf Kymotonian

Sword, Gold Gauntlet, Tower Key Icons
The Legend of Zelda: Ocarina of Time

Hammer Icon
The Legend of Zelda: A Link Between Worlds

Tree tiles:
WeslyFG

Swamp Tiles
WesleyFG

Cave Entrance Tile
WeslyFG

Inside Stair Tiles
Cope

Restaraunt Tiles
PeekyChew

Shop Tiles
Warpras & Slash

HGSS Cave Tiles
newtiteuf
speed
kyledove

DPPT Cave Tiles
Kyledove (Kymotonian)

Void Panorama GIF

Super Smash Bros. Brawl
Ripped by DyllonStej Gaming

Title Screen Tower Image
Cuddlesthefatcat

Pokémon Mystery Dungeon Tiles
SilverDeoxys563

Sylveon Front Sprite
All Contributors To Smogon X/Y Sprite Project

Sylveon Icon
Alaguesia

Sylveon Back Sprite
MrDollSteak
Spherical-Ice
Various contributors to the Gen VI: DS-Style 64x64 Pokemon Sprite Resource
Vanilla Sunshine

Sylveon Cry
Rhyden

Rename From Party Screen
TechSkylander1518

Text Skipping
Amethyst
Kurotsune

Bank Event
Alessiop2007/A Fobby
Modified by Atomic Sock

Status from Event
Kobi2604

Music

RPG Maker XP
Pokémon Essentials
Official Pokémon Games
Pokémon Mystery Dungeon: Explorers of Time/Darkness/Sky
Plok (OST Composed by Geoff Follin & Tim Follin, Uploaded by Goo)
Xenoblade Chronicles Definitive Edition

Looped Pokémon Music
Looped and compiled by:
@ENLS
@KrakerwatYT

Music composed by:
Go Ichinose
Junichi Masuda
Morikazu Aoki
Shota Kageyama
Hitomi Sato

And released by:
The Pokémon Company
Pikachu Records (Media Factory)

Marin's Scripting Utilities
Marin

Party BW Style
DeepBlue PacificWaves,Shashu-Greninja

Summary BW Style
DeepBlue PacificWaves, Tommaniacal, Lucidious89, Weibrot, Kobi2604, Dirkriptide, Ploaj, Mr. Gela,Shashu-Greninja

Storage System BW Style
DeepBlue PacificWaves,Barubary,redblueyellow

Mid Battle Dialogue
Golisopod User,Luka SJ

Luka's Scripting Utilities
Luka S.J.

Modular Title Screen
Luka S.J.

Modular Menu
Luka S.J.

Multiple Save Files (v.18.1)
mej71 (original),bo4p5687 (update)

Item Find
Boonzeet

Marin's Footprints
Marin

Better Fast-Forward
Marin

Party Switcher
Michael, TechSkylander1518, Marcello, ZeroKid


"Pokémon Essentials" was created by:
Flameguru
Poccil (Peter O.)
Maruno

With contributions from:
AvatarMonkeyKirby Marin
Boushy MiDas Mike
Brother1440 Near Fantastica
FL. PinkMan
Genzai Kawakami Popper
help-14 Rataime
IceGod64 SoundSpawn
Jacob O. Wobbrock the__end
KitsuneKouta Venom12
Lisa Anthony Wachunga
Luka S.J.
and everyone else who helped out



"RPG Maker XP" by:
Enterbrain

Pokémon is owned by:
The Pokémon Company
Nintendo
Affiliated with Game Freak

This is a non-profit fan-made game.
No copyright infringements intended.
Please support the official games!
 
Last edited:

NocTurn

Hoothoot enthusiast
Member
Hey there! Couldn't actually finish this one, it seemed to be getting too repetitive too quickly for my tastes. That's unfortunate! However, here are some things you could do to improve your game in its current state, as well as the problems that I believe need some sort of fixing/editing. Take everything I sayw ith a grain of salt though since, like I said, I didn't actually finish this one.

First off, the mapping. Imo it feels much too restricted, too many one-tile-wide pathways, too many ledges and HM moves blocking progression, etc. Also, the tileset needs a lot of fixing. Shadows were incorrect colors (white?), Tops of rooves were cut off, and the two types of tree tiles you picked directly clash with each other.

Second, story. I can gauge you're trying to replicate the Mystery Dungeon series, however at least in those games you had a: partner, central goal/organization, and side characters. For instance, take Munna's call for help in MDI, or your partner's want to start a rescue team in RB. The main character here simply has no motivation or personality and is simply a vessel that's used to play the game, which is fine, if you weren't trying so hard to replicate the stylistic choices of a series that prides itself on story.

Third, gameplay. Did you know that there's actually a Pokemon Mystery Dungeon software in development? You can check it out here. But since you're using PE I'm going to judge it as if it was a game of the same genre. Making running away from wild Pokemon inaccessible hurts the gameplay flow a lot, especially at the beginning with so few items handy. As well, I found myself irritated with the central mechanic of your dungeons- that they don't allow you to pick up items or interact with any tiles until you've inserted the green stone. This seems... Unnecessary? Why keep us stuck on the first floor for so long?

Anyways, I think you have a good basis here, but it needs a lot more building. Also, make your UI less bright- it stands out a bit too much imo! I look forward to seeing what else you develop as well.
 

Atomic Sock

Rookie
Member
Joined
Apr 13, 2018
Posts
5
Hey there! Couldn't actually finish this one, it seemed to be getting too repetitive too quickly for my tastes. That's unfortunate! However, here are some things you could do to improve your game in its current state, as well as the problems that I believe need some sort of fixing/editing. Take everything I sayw ith a grain of salt though since, like I said, I didn't actually finish this one.

First off, the mapping. Imo it feels much too restricted, too many one-tile-wide pathways, too many ledges and HM moves blocking progression, etc. Also, the tileset needs a lot of fixing. Shadows were incorrect colors (white?), Tops of rooves were cut off, and the two types of tree tiles you picked directly clash with each other.

Second, story. I can gauge you're trying to replicate the Mystery Dungeon series, however at least in those games you had a: partner, central goal/organization, and side characters. For instance, take Munna's call for help in MDI, or your partner's want to start a rescue team in RB. The main character here simply has no motivation or personality and is simply a vessel that's used to play the game, which is fine, if you weren't trying so hard to replicate the stylistic choices of a series that prides itself on story.

Third, gameplay. Did you know that there's actually a Pokemon Mystery Dungeon software in development? You can check it out here. But since you're using PE I'm going to judge it as if it was a game of the same genre. Making running away from wild Pokemon inaccessible hurts the gameplay flow a lot, especially at the beginning with so few items handy. As well, I found myself irritated with the central mechanic of your dungeons- that they don't allow you to pick up items or interact with any tiles until you've inserted the green stone. This seems... Unnecessary? Why keep us stuck on the first floor for so long?

Anyways, I think you have a good basis here, but it needs a lot more building. Also, make your UI less bright- it stands out a bit too much imo! I look forward to seeing what else you develop as well.
It's alright! Thanks for the feedback. It really helps me get better, especially since this is my second finished game.

I was worried it'd be a little repetitive, so that's unfortunate. The restricted-ness of the maps was meant to make it feel like how mystery dungeon does, being rooms connected by thin hallways, where the Pokémon fighting happens. Otherwise it would just feel like you're outside and not in a tower that emulates nature.

The HMs are never required and just allow getting more items, so I wanted to incentivize backtracking to previous floors to get some cool stuff.

I never even noticed the shadows, that can be fixed, and the trees get replaced after the first floor, the taller ones were too hard for me to map with, so I switched them later, but kept the ones I already placed in. I may remove them if it clashes too much like you say.

I never noticed the roofs being cut off, where does this happen?

Story has definitely always been my weakest point, so here I didn't focus on it and just threw in a reason to ascend the tower. Also wasn't sure how I could implement side characters well with the time restraints. I guess the point you're making is that stripping away the story of a mystery dungeon-like game leaves behind repetitive gameplay and not much else? I see the point that not caring about the characters makes it hard to justify continuing to play.

Restricting running was meant to force the player to level up, otherwise you could just run from everything and still be level 5 at the first boss. There are still ways to run, like smoke ball, which requires the cut item to get. Should I give the player the smoke ball earlier so they can run easier? I'm not too sure how to fix the lack of items, other than having way too many item balls.

The stone insertion part was pretty much just a way to shoehorn in "rejuvenation." In hindsight, it might be unnecessary, but it doesn't generally take that long to find that spot anyway.

Do you mean the battle UI? What specifically should I change? Just darken the colors a bit?

Anyway, I greatly appreciate you taking the time to point out this game's flaws! (Sorry for the wall of text))
 

NocTurn

Hoothoot enthusiast
Member
Yeah! My points were a bit mixed, I genuinely was unsure wether to judge it as a "mystery dungeon" game or as a "Pokemon essentials" game. Restricted maps work for the dungeon itself, but the overworld was fairly restricted too. I think there could have been a lot more done to make the map more interesting! Elevation changing and decorating are always a plus for me.

I would definitely change the trees to be all the same, in my opinion.

Screenshot (69).png


This is the first instance where I noticed the roof being cut off, wasn't looking too closely afterwards.

Yes, the point about side characters is definitely something I was going for. Like I said, I wasn't sure how to judge it- as a PMD game or a Pokemon game.

Running away being disabled is really just forcibly limiting the player's options. Like, most fangames have running away enabled, and yet people still battle wild Pokemon because they know that experience will be necessary. The problem here is that all you're doing is taking away a strategic option from the player.

As for the UI, it's mostly that it's pure glaring white/blue white, unlike the HGSS white which is a dull off-white. This is made much worse, imo, by the fact that some of your UIs are BW UIs, which use mostly black and blue, so the change is very jaring.
 

Atomic Sock

Rookie
Member
Joined
Apr 13, 2018
Posts
5
So if anything I'd prefer to steer more closely in the direction of a mainline game, with a few mystery dungeon elements, instead of it being 50/50. How could I go about doing this?

Definitely will fix the UI, shadows, and roofs, and probably will restore running, at the very least giving smoke ball early, but may just restore it entirely.
 

NocTurn

Hoothoot enthusiast
Member
So if anything I'd prefer to steer more closely in the direction of a mainline game, with a few mystery dungeon elements, instead of it being 50/50. How could I go about doing this?

Definitely will fix the UI, shadows, and roofs, and probably will restore running, at the very least giving smoke ball early, but may just restore it entirely.
A lot of it is just reworking things, give it more polish, redo your maps. If it's not actually randomly generated, why stick to boring 1 wide hallways, y'know?
 

futuresushi

Novice
Member
Joined
Nov 14, 2020
Posts
14
Ohhhh my god I KNEW I recognized that Thunder Tower! Can clock Cuddles' work from a mile away. Amazing use of an old unused asset!
 
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