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[Released] Stygian Snakewood, a Pokémon Snakewood remake

Just learned about the game today and tried it out and I have a few glaring issues with it already.

For one, the experience system should be changed back to a normal exp system because it makes 0 sense. Just make grinding easier in a different way since that was Snakewoods main issue.
Two, having no damage rolls in my opinion ruins Pokemon since you're removing most of the RNG elements to it. If you're going to remove damage rolls make it an OPTION to do so because I personally don't view No Damage Rolls as a Pokemon game.
Three, the game is terribly balanced. Trying to get the Stone Badge on VANILLA and I know the Houndour has Bite, which is fine because thats just a regular level move, likely has a fire move of sorts, and has THUNDER FANG AND HIDDEN POWER GRASS???? What kind of game are you trying to make here? An ode to the original Snakewood or your own HARDCORE game? If I wanted to face a Houndour with that moveset even before having a single badge I would load up Pokemon Run and Bun. I've stopped playing already and I'm not going to try again until something changes, because I dont want to hit my head against the wall trying to beat that unbalanced trash of a fight. I shudder to even think of how hard the game gets later for no reason at all.
 
I forgot to mention how your damage rolls also have everything doing "100% of damage" meaning every hit is a max roll which doesnt remove the RNG from the damage rolls it just makes all the damage in the game the highest it could possibly be, which leads to further unbalancing. Pokemon Reborn and Rejuvenation have passwords that enable turning off of damage rolls, which makes it both optional, and the rolls themselves are set to be 93 or the "medium/average" damage roll instead of the maximum.
 
Just learned about the game today and tried it out and I have a few glaring issues with it already.

For one, the experience system should be changed back to a normal exp system because it makes 0 sense. Just make grinding easier in a different way since that was Snakewoods main issue.
Two, having no damage rolls in my opinion ruins Pokemon since you're removing most of the RNG elements to it. If you're going to remove damage rolls make it an OPTION to do so because I personally don't view No Damage Rolls as a Pokemon game.
Three, the game is terribly balanced. Trying to get the Stone Badge on VANILLA and I know the Houndour has Bite, which is fine because thats just a regular level move, likely has a fire move of sorts, and has THUNDER FANG AND HIDDEN POWER GRASS???? What kind of game are you trying to make here? An ode to the original Snakewood or your own HARDCORE game? If I wanted to face a Houndour with that moveset even before having a single badge I would load up Pokemon Run and Bun. I've stopped playing already and I'm not going to try again until something changes, because I dont want to hit my head against the wall trying to beat that unbalanced trash of a fight. I shudder to even think of how hard the game gets later for no reason at all.
I forgot to mention how your damage rolls also have everything doing "100% of damage" meaning every hit is a max roll which doesnt remove the RNG from the damage rolls it just makes all the damage in the game the highest it could possibly be, which leads to further unbalancing. Pokemon Reborn and Rejuvenation have passwords that enable turning off of damage rolls, which makes it both optional, and the rolls themselves are set to be 93 or the "medium/average" damage roll instead of the maximum.
First off, thanks for the feedback! it's unfortunate that you didn't enjoy the Stygian Snakewood Experience, I knew from the start that it would be a more polarizing game so when the game first released I put a text explaining its situation. Regardless due to the length of your critique, may I manually reply to each one?
1 - Unfortunately the Exp System has to stay. It's loved by a lot of players and although having to lose to a major battle (by the way, losing money on loss is disabled) can be counter-intuitive, it prevents overlevelling in a way more organic than Level Caps and in a way that it corrects itself. If the Exp. System were to be changed the entire game would have to be redesigned, there is no point in such action.

2 - This is actually something worth considering, I and a bunch of people still prefer no damage rolls but I can see the appeal of them.

3 - Most importantly, no need for such aggressiveness, being polite doesn't hurt. Furthermore, it's not that much difficult than the original. The player themselves has more options, including more Pokémon, better moves and Oran Berries and of course, the average player should be smarter than the ones back in 2010. All of this results in a battle that so far I've received surprisingly little feedback outside of Lunatic so far (although I'm somewhat of a reclusive person that doesn't frequent many places). The latter point with "my own hardcore game" does bring an interesting topic, as it is partially true, even to this day. Currently my developing method is first making the Lunatic Mode battle then dumbing it down until it reaches an acceptable point, this, of course, can sometimes lead to some unfortunate scenarios, as I struggle to think of something for the last move slots and even forget to put it up to date with the Lunatic version in case it gets any updates (The early game is specially a problem with it), doing two difficulty modes alone is a tough thing to do. If you haven't read the explanation I put it in the spoiler below, I hope it makes it clearer (By the way, recently I discovered that there is a new Snakewood mod, search up "Pokemon Snakewood Improved" on Reddit and it should pop up)!

Spoiler: Explanation and Alternatives


4 - About Damage Rolls, due to no EVs, even with Max Rolls, the damage threshold is still on average lower than the Rebornian games, well, starting at a certain point. If one were to use DemICE's Ev system (one should) and the medium Damage Roll settings at Level 10, this would be the result (bold indicates the damage):

Spoiler: Calc


In this scenario the resulting damage is the exact same and with the progression of levels the EV system one would gradually outdamage the EVless system, even at the middle. Although this example only indicates a situation involving two attackers with no defensive investment, as with it the defensive Pokémon would obviously take less damage. Regardless, it's not as big of a different you're making it to be. I hope I helped :).
 
Radical Red and its consequences have been a disaster on the pokemon fan game community.

Jokes aside, I also have a big issue with this game's balance, mainly that a lot of it seems counter intuitive as to how Snakewood the original felt to play. Snakewood was "balanced" around the developer fucking around for lack of a better way to put it. Every boss was 5-10 levels higher than what the player could conceivably grind to at that point without taking a LOT of extra time to do so, and most of the boss pokemon were big numbered goons with shitty AI and movesets, meaning that a lot of the time just using one dot status move could allow one to beat enemies almost 20 levels higher. This is what made Paras and Koffing really good early game (but not so much Baltoy, funny enough) with early access to Leech seed and poison. Thing is though, there wasn't anything stopping the player from brute forcing bosses by powerleveling for several hours. It wasn't fun but it was doable, and for a casual shitter that works.

This remake on the other hand commits what is in my opinion the cardinal sin of pokemon fan games, which is just being another fucking Radical Red recreation oh my fucking god not this shit again. The Ai is obnoxious (a consistant problem with Essentials games), most bosses have had their movepools minmaxed in a way that isn't fun to play against (see the dude above us complaining about Thunder Fang/Hidden Power Grass Houndsour while below level 20), the jank "not a level cap, I swear" exp system makes that Casual Shitter option I mentioned impossible, all of the major boss pokemon are still the big fucking balls of stats that the original game had but now are designed to be incredibly unfun thanks to the previous issues. Also, it needs to be said that attacks having no damage varience is dumb and needs to be changed. I'm willing to concede the "no EV/IVs" even though I think they contribute more in a game like snakewood but no damage varience is stupid.

Whats even more confusing is the insistance on resource management you talked so much about when you were working on the game earlier. Yeah, it makes sense to remove the infinite light potion crates scattered around the game, its an apocalypse you shouldn't have 200 free potions with the only limit being how fast you can mash the a button. However, the game's battle design philosophy is based around the idea of boss trainers being big opsticles that you have to plan for (Just like Radical Red, I swear to fucking god). If you want to have resource manangement be a thing you focus on, the enemy trainer design should be set up to wear you down over time with fewer options to heal unless you backtrack a lot, with LESS focus on strong boss trainers.

Since I've spent the past several paragraphs complaining, lets talk about the good. You did a great job at nailing the original games sense of humor and atmosphere. The Tell-Tale heart item was funny as fuck, and is absolutely something I could see Cutlerine putting in the original. The updated visuals on various locations are really good. The music is set up really well. I really enjoy the newer zombie mons and the updated sprites for some of the old ones. I enjoy being able to set the protagonist's skin tone (I appreciate any abillity to customize pokemon protagonists honestly.) I really appreciate the additional evolutions given to the three starters, even though we don't get to see them yet.

Finally, I'm repeating this because I feel it is important: Snakewood should not have anything resembling a level cap, ever. The EXP system you made is dumb, let people over level if they want to. Having an EXP cap is antithetical to Snakewood's whole deal, and I'm tired of people pretending like its a thing ever game needs. If you insist on having one, make it either something you can disable at the start, or something only required on the Lunatic difficulty.

(I can't believe you made me defend Pokemon Snakewood, the legendary unbalanced garbage hack's game design.)
 
Personally never found vanilla to be that difficult, I even thought the last bit of the game became trivial once I got Gardevoir. The only thing I would like to see is some way to easily get mons to level cap instead of just fighting wild mons, to make is easier to change up your team as I was a little reluctant to really swap mons out much. The stone badge fight was the only fight in vanilla that took me a few attempts, because leveling up mons to try different strats was such a slog especially in the beginning part of the game
 
Radical Red and its consequences have been a disaster on the pokemon fan game community.

Jokes aside, I also have a big issue with this game's balance, mainly that a lot of it seems counter intuitive as to how Snakewood the original felt to play. Snakewood was "balanced" around the developer fucking around for lack of a better way to put it. Every boss was 5-10 levels higher than what the player could conceivably grind to at that point without taking a LOT of extra time to do so, and most of the boss pokemon were big numbered goons with shitty AI and movesets, meaning that a lot of the time just using one dot status move could allow one to beat enemies almost 20 levels higher. This is what made Paras and Koffing really good early game (but not so much Baltoy, funny enough) with early access to Leech seed and poison. Thing is though, there wasn't anything stopping the player from brute forcing bosses by powerleveling for several hours. It wasn't fun but it was doable, and for a casual shitter that works.

This remake on the other hand commits what is in my opinion the cardinal sin of pokemon fan games, which is just being another fucking Radical Red recreation oh my fucking god not this shit again. The Ai is obnoxious (a consistant problem with Essentials games), most bosses have had their movepools minmaxed in a way that isn't fun to play against (see the dude above us complaining about Thunder Fang/Hidden Power Grass Houndsour while below level 20), the jank "not a level cap, I swear" exp system makes that Casual Shitter option I mentioned impossible, all of the major boss pokemon are still the big fucking balls of stats that the original game had but now are designed to be incredibly unfun thanks to the previous issues. Also, it needs to be said that attacks having no damage varience is dumb and needs to be changed. I'm willing to concede the "no EV/IVs" even though I think they contribute more in a game like snakewood but no damage varience is stupid.

Whats even more confusing is the insistance on resource management you talked so much about when you were working on the game earlier. Yeah, it makes sense to remove the infinite light potion crates scattered around the game, its an apocalypse you shouldn't have 200 free potions with the only limit being how fast you can mash the a button. However, the game's battle design philosophy is based around the idea of boss trainers being big opsticles that you have to plan for (Just like Radical Red, I swear to fucking god). If you want to have resource manangement be a thing you focus on, the enemy trainer design should be set up to wear you down over time with fewer options to heal unless you backtrack a lot, with LESS focus on strong boss trainers.

Since I've spent the past several paragraphs complaining, lets talk about the good. You did a great job at nailing the original games sense of humor and atmosphere. The Tell-Tale heart item was funny as fuck, and is absolutely something I could see Cutlerine putting in the original. The updated visuals on various locations are really good. The music is set up really well. I really enjoy the newer zombie mons and the updated sprites for some of the old ones. I enjoy being able to set the protagonist's skin tone (I appreciate any abillity to customize pokemon protagonists honestly.) I really appreciate the additional evolutions given to the three starters, even though we don't get to see them yet.

Finally, I'm repeating this because I feel it is important: Snakewood should not have anything resembling a level cap, ever. The EXP system you made is dumb, let people over level if they want to. Having an EXP cap is antithetical to Snakewood's whole deal, and I'm tired of people pretending like its a thing ever game needs. If you insist on having one, make it either something you can disable at the start, or something only required on the Lunatic difficulty.

(I can't believe you made me defend Pokemon Snakewood, the legendary unbalanced garbage hack's game design.)
PREACH

Exactly, the game shouldnt be "this is Pokemon Snakewood but Radical Redified" thats what makes Radical Red DIFFERENT. The WHOLE POINT of RR is the difficulty and the fights while you give 0 thought to the story.

Less focus on strong boss trainers is amazing. Make gauntlets of easier trainers instead of really hard ones. It would be pretty easy to "trap" you in Petalburg woods for example so you're stuck and have to fight all the trainers and cant leave until you beat the Floating Corpse and get the badge. II know its only a few, but that could set the precedent for "difficulty". I didnt even pass the Houndour because it destroyed everything in my team in 1 or 2 hits which makes a casual experience entirely unfun. I don't want to look at documentation and have to pre plan fights out. If i wanted to do that I'd become a streamer and play difficulty rom hacks and get paid to do that.

Your points on Lunatic difficulty are PERFECT. THAT mode should have a level cap. THAT mode should have crazy batshit insane fights because thats why its LUNATIC. Look at Pokemon Unbound and the fact that game has like 4 difficulties where the highest one is absolutely ridiculous but the lowest are entirely story based.

Bring back damage rolls, get rid of level caps (because any player can ENFORCE THEIR OWN IF THEY LIKE CHALLENGE), and I just read that the game STARTS WITH LUNATIC? There's the biggest problem. Either make ONE difficulty in an ode to the original Snakewood OR if you want to make a second one for the love of GOD...MAKE THE STORY MODE FIRST and then make it HARDER because there's your balancing issues solved right there.
 
First off, thanks for the feedback! it's unfortunate that you didn't enjoy the Stygian Snakewood Experience, I knew from the start that it would be a more polarizing game so when the game first released I put a text explaining its situation. Regardless due to the length of your critique, may I manually reply to each one?
1 - Unfortunately the Exp System has to stay. It's loved by a lot of players and although having to lose to a major battle (by the way, losing money on loss is disabled) can be counter-intuitive, it prevents overlevelling in a way more organic than Level Caps and in a way that it corrects itself. If the Exp. System were to be changed the entire game would have to be redesigned, there is no point in such action.

2 - This is actually something worth considering, I and a bunch of people still prefer no damage rolls but I can see the appeal of them.

3 - Most importantly, no need for such aggressiveness, being polite doesn't hurt. Furthermore, it's not that much difficult than the original. The player themselves has more options, including more Pokémon, better moves and Oran Berries and of course, the average player should be smarter than the ones back in 2010. All of this results in a battle that so far I've received surprisingly little feedback outside of Lunatic so far (although I'm somewhat of a reclusive person that doesn't frequent many places). The latter point with "my own hardcore game" does bring an interesting topic, as it is partially true, even to this day. Currently my developing method is first making the Lunatic Mode battle then dumbing it down until it reaches an acceptable point, this, of course, can sometimes lead to some unfortunate scenarios, as I struggle to think of something for the last move slots and even forget to put it up to date with the Lunatic version in case it gets any updates (The early game is specially a problem with it), doing two difficulty modes alone is a tough thing to do. If you haven't read the explanation I put it in the spoiler below, I hope it makes it clearer (By the way, recently I discovered that there is a new Snakewood mod, search up "Pokemon Snakewood Improved" on Reddit and it should pop up)!

Spoiler: Explanation and Alternatives


4 - About Damage Rolls, due to no EVs, even with Max Rolls, the damage threshold is still on average lower than the Rebornian games, well, starting at a certain point. If one were to use DemICE's Ev system (one should) and the medium Damage Roll settings at Level 10, this would be the result (bold indicates the damage):

Spoiler: Calc


In this scenario the resulting damage is the exact same and with the progression of levels the EV system one would gradually outdamage the EVless system, even at the middle. Although this example only indicates a situation involving two attackers with no defensive investment, as with it the defensive Pokémon would obviously take less damage. Regardless, it's not as big of a different you're making it to be. I hope I helped :).

and with regards to the damage rolls I'll show a roll from the battle with the Houndour

Lvl 9 0 Atk Houndour Bite vs. Lvl 9 0 HP / 0 Def Taillow: 12-15 (42.8 - 53.5%) -- 8.2% chance to 2HKO
Possible damage amounts: (12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 15)

Taillow has 28 HP and the Bite will ALWAYS do 15..meaning it ALWAYS 2HKOs, which in a game mode with damage rolls its much lower seeing as it has to roll the 15 at least one time

and with regards to the botched unbalanced exp system...if there are people who like it MAKE IT AN OPTION
 
Personally never found vanilla to be that difficult, I even thought the last bit of the game became trivial once I got Gardevoir. The only thing I would like to see is some way to easily get mons to level cap instead of just fighting wild mons, to make is easier to change up your team as I was a little reluctant to really swap mons out much. The stone badge fight was the only fight in vanilla that took me a few attempts, because leveling up mons to try different strats was such a slog especially in the beginning part of the game
As one of the testers of vanilla mode, this is interesting as I thought one of the last few battles was a little on the too hard side. Definitely felt the issue with grinding on wild Pokemon problem which is generally why whenever I wanted to raise a new teammate I'd slap them in the back of the party and they'd start rising in levels. Actually got Feraligatr and Aerodactyl leveled up before the next boss because of that. Grinding is weird in this fangame.

and with regards to the damage rolls I'll show a roll from the battle with the Houndour

Lvl 9 0 Atk Houndour Bite vs. Lvl 9 0 HP / 0 Def Taillow: 12-15 (42.8 - 53.5%) -- 8.2% chance to 2HKO
Possible damage amounts: (12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 15)

Taillow has 28 HP and the Bite will ALWAYS do 15..meaning it ALWAYS 2HKOs, which in a game mode with damage rolls its much lower seeing as it has to roll the 15 at least one time

and with regards to the botched unbalanced exp system...if there are people who like it MAKE IT AN OPTION
A11 already answered that they aren't going to change the exp system because it'd require redoing the whole game. Although, I'd advise playing through the whole beta to give an opinion instead of complaining when you got stuck on the first boss. It doesn't make quite the compelling argument.
 
As one of the testers of vanilla mode, this is interesting as I thought one of the last few battles was a little on the too hard side. Definitely felt the issue with grinding on wild Pokemon problem which is generally why whenever I wanted to raise a new teammate I'd slap them in the back of the party and they'd start rising in levels. Actually got Feraligatr and Aerodactyl leveled up before the next boss because of that. Grinding is weird in this fangame.


A11 already answered that they aren't going to change the exp system because it'd require redoing the whole game. Although, I'd advise playing through the whole beta to give an opinion instead of complaining when you got stuck on the first boss. It doesn't make quite the compelling argument.
Its not about me "complaining when i get stuck" for one I nuzlocke all pokemon games without staring at documentation so I tend to have a mindset of the game in a vacuum of "I have these pokemon how do i win", but if i find a game to be not nuzlockable thats completely fine and I play through normally with a no permadeath instead.

After attempting to play again, Im actually completely fine with the experience mechanics (as long as i dont waste time grinding wild mons) but where I really draw the line is the "Kaizo-esque" way of approaching trainer battles because it makes the experience unfun unless take notes on every move the pokemon have because they have egg moves and moves the mons dont normally learn (looking at you hydro pump magikarp).

I also note how the START OF THE GAME ON VANILLA says
"this mode intends to have a more similar experience to the original. Akin to base Snakewood. Recommended if you want to just have a good time while still being decently challenged"
this isnt the case at all.....its NOT similar to the original because i can load up the original snakewood and the only hard encounter for the entire first half of the game is Dirtkrow in the forest
I wouldn't boot up a Kaizo game to "just have a good time"

I should also add that Im only saying these things because I loved playing Snakewood and the story and atmosphere of the region and the game has done a good job recreating the region itself, but the feeling is kind of ruined by the battles.
 
Oooh so stoked there is a release now. I have been in between games for a bit.
Question, will there be save compatibility with future versions? If not, I prefer to wait until there will be or until the game is complete.
 
Oooh so stoked there is a release now. I have been in between games for a bit.
Question, will there be save compatibility with future versions? If not, I prefer to wait until there will be or until the game is complete.

Given that the original Snakewood is a hack, I feel like this is probably a good question to throw in the FAQ and will probably have an explanation with each release. In theory, you should be able to continue off from this beta to the next beta version. Just save inside a Poke Center (since 99% those are the safest maps), and then you can download the next beta and when it starts up, you can load your save. Think of it kind of like a mobile game where you download the next update and continue where you left off and not all over again.
 
I also feel like I should chime in again for a moment.
As one of the testers of vanilla mode, this is interesting as I thought one of the last few battles was a little on the too hard side. Definitely felt the issue with grinding on wild Pokemon problem which is generally why whenever I wanted to raise a new teammate I'd slap them in the back of the party and they'd start rising in levels. Actually got Feraligatr and Aerodactyl leveled up before the next boss because of that. Grinding is weird in this fangame.


A11 already answered that they aren't going to change the exp system because it'd require redoing the whole game. Although, I'd advise playing through the whole beta to give an opinion instead of complaining when you got stuck on the first boss. It doesn't make quite the compelling argument.
The game is currently on version 0.52, and is in demo. The entire point of a demo is to get feedback and testing to minimize bugs and player issues. Whats the point of even having a demo (outside of building hype maybe) other than to get player feedback? If you want to make the game into a Kaizo fine, but then don't advertise it as "A Snakewood remake." Don't label the "Vanilla difficulty" as being close or even more fair (quoting the main post) than the original and then add a bunch of weird difficulty changes that make it so different from classic Snakewood.

Claiming the dev shouldn't change the EXP system because it would mean rebalancing the whole game doesn't make sense, because the game is only a little more than halfway done anyway. The EXP system, alongside the damage rolls should be changed, if not for the whole game than it least for the Vanilla difficulty. The thing about basing a project like this on an existing game is that you can use that game as reference. Want enemies to have roughly a level needed to be challenging? Give them similar levels to the original. Yes, Original Snakewood, the game notorious for being grindy and annoying would be balanced out by giving the player the modern EXP share. Throw in the new mons, add whatever story beats or goofy items you want, but fix the gameplay of the "Vanilla mode." Don't balance the game for Lunatic difficulty and then adjust down, balance both differently. If it means waiting longer for updates and completion then so be it, I'd be willing to wait if it meant getting an experience that felt like classic Snakewood with the option of advanced difficulty if I wanted.
 
I also feel like I should chime in again for a moment.

The game is currently on version 0.52, and is in demo. The entire point of a demo is to get feedback and testing to minimize bugs and player issues. Whats the point of even having a demo (outside of building hype maybe) other than to get player feedback? If you want to make the game into a Kaizo fine, but then don't advertise it as "A Snakewood remake." Don't label the "Vanilla difficulty" as being close or even more fair (quoting the main post) than the original and then add a bunch of weird difficulty changes that make it so different from classic Snakewood.

Claiming the dev shouldn't change the EXP system because it would mean rebalancing the whole game doesn't make sense, because the game is only a little more than halfway done anyway. The EXP system, alongside the damage rolls should be changed, if not for the whole game than it least for the Vanilla difficulty. The thing about basing a project like this on an existing game is that you can use that game as reference. Want enemies to have roughly a level needed to be challenging? Give them similar levels to the original. Yes, Original Snakewood, the game notorious for being grindy and annoying would be balanced out by giving the player the modern EXP share. Throw in the new mons, add whatever story beats or goofy items you want, but fix the gameplay of the "Vanilla mode." Don't balance the game for Lunatic difficulty and then adjust down, balance both differently. If it means waiting longer for updates and completion then so be it, I'd be willing to wait if it meant getting an experience that felt like classic Snakewood with the option of advanced difficulty if I wanted.
exactly....if you want to make a "Kaizo" game....just scrap the entire Snakewood idea and make your own Kaizo game. All you're doing is "luring" people into playing the game and they're going to be left just like we are with a real sour taste because the game isnt what it was advertised as. I love Snakewood personally and its probably among my top 5 Rom Hacks of all time because all the funny dialogue and bugs made it great and of course post apocalyptic zombie story is great. The only huge issue with the original game I had was the amount of time it took to grind. That, in reality, is all that really has to change, plus a few updates of course. I'd be willing to wait for an experience just like CLASSIC SNAKEWOOD because thats what the game should FEEL LIKE. It doesn't have to be exactly the same and I can accept some things, like forced exp share, but if I want to just chill playing through the game, (like you can with regular Snakewood if you hack in 1000 rare candies) but slightly modernized mechanicwise without being radical redified (i played up to the Balance Badge and its still not fun to play like that)

Like Helix said....if you're going to run a demo for the game and ignore all of our feedback it just seems like a giant slap in the face. I want the same experience that I had back in 2010 trying to play this game on Vizzed.com (if anyone remembers that) and not have to slam my head against the wall playing each fight 5 times.

If you think of Snakewood as your Pokemon Red and Green and Stygian Snakewood as FireRed and Leafgreen then you're going to make one of the best fan games ever
If you think of Snakewood as Emerald Kaizo with a zombie "skin"...... you're going to make a unmemorable game that doesn't last more than a week

Also....take a look at Unbound :)
 
Hey, I gotta do some some sort of announcement I guess if just to actually say I'm not ignoring feedback. There should be a patch relatively soon that addresses some issues and I'm personally sorry for all the mess that happened, there are some actually important points to be considered hidden amongst all the rambling and it would be a disservice to simply turn a blind eye to it. However I still have to set some things clear: The actually formula, development method and gameplay of Stygian Snakewood will NOT be changed. Despite the issues and unsatisfaction presented here the gameplay changes were overall a success with a relatively high rate of approval, there isn't anything wrong really with "Vanilla" and Lunatic having the same mechanics, they're still supposed to be part of the same game.

Of course "Vanilla" mode needs some overhaul, specially the early game that was made so long ago when I was a lot less experienced and back when Lunatic Mode was the sole mode, once again I need to say that Stygian Snakewood had its roots as a difficulty mod of the original Snakewood that grew out of control, I would have never expected it to turn into a full-blown remake with a lot of redesigns and that I've promoted other projects in case you are disappointed with this one.

And the overall sentiment popping up here that "this is a demo and everything should be changed" can be a bit of a disingenuous one, surely a lot of stuff can be changed but it would be still a lot of work with relatively low reward, I'm still the only developer responsible for all the maps, coding, balancing and battles (and some sprites) and that's quite time consuming, reworking it from scratch to please some people while to annoy others is not plausible. Furthermore I'm at this point kinda doing the most I can, I've been dedicating most hours of every single day of my Univeristy break to this free project (it should end on the 14th, then I'll probably have barely any time for anything).
 
Last edited:
# NEW PATCH 0.5.3

- Vanilla has been renamed to Normal. It's probably too far away from the original game to be considered Vanilla.

- Normal mode has been somewhat nerfed up to Laura (Normal-type trainer). Minor changes here and there could be done as well.

- A certain Pokémon line has been adjusted, this could be seen as a nerf to an infamous fight.

- Zombie trainers now have more a diverse roster of undead Pokémon.

- Fixed a bug that allowed you to skip Zabulon.

- Minor dialogue changes and flavour text (also foreshadowing).

- Growlithe's sprite has been fixed.

- Slightly updated Roteen sprite.

FULL: https://mega.nz/file/GaBxhJJB#e6M9gi9EYq-rZiXFvY3ETMzzSTJny7YPKrs9oIKWuFo

PATCH: https://mega.nz/file/SH5GmRiS#EL7OVLmLe-_-651GXT0Q--4aldaNUFJJXzS4yfMTHSI


Oooh so stoked there is a release now. I have been in between games for a bit.
Question, will there be save compatibility with future versions? If not, I prefer to wait until there will be or until the game is complete.
Most likely, I gave up trying to update the game for Essentials 21 because it would mean giving up the more consistent AI.

https://strawpoll.com/B2ZB9RER7gJ anyway a small poll about wooper for the 0.6 update. a dev blog should be coming this week.
 
Welp, seems like my complaints aren't going to be addressed and that's fine.

BTW you can remove the no damage rolls setting by just getting rid of the file called "No damage rolls.rb" in the Stygian Snakewood Custom Edits plugins folder for people who want to.
 
To be honest, I didn't really have to much trouble with the floating corpse. I had to fight it a couple times, but I had to do that in the og game anyway. I enjoy the game as is and I look forward to greater progress!
 
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