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[Released] Stygian Snakewood, a Pokémon Snakewood remake

Scarmeleon holy crap that sounds so much better than the original name.

Also, I was so confused that Cutlerine never made a zombie Charizard, so I made Lichizard, the zombie Charizard.

also likely Some zombie mons hell the starters could do with some resprites since their sprites are merely just recolors of the Original in either gen 4/5 styled sprites. sure they were probably creepy back in the day but nowadays should be made to look more like actual zombies with some gore here and there or infected at least.

maybe touch ups on the original snakewood sprites and mons could help. like Sticher which was a cool snakewood mon being made of both eon pokemon but they could do with a remaster eventually.
I'm pretty sure it was just because he didn't want to code another Charizard (Charmeworm evolves into Dragon if you cheat it in) but yes that is the plan, every single zombie Pokémon will have at least some touch ups (or straight up a full redesign like Electabugs)

Also about the names thing I made a poll https://strawpoll.com/Q0Zp7qbJGgM/
 
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I'm pretty sure it was just because he didn't want to code another Charizard (Charmeworm evolves into Dragon if you cheat it in) but yes that is the plan, every single zombie Pokémon will have at least some touch ups (or straight up a full redesign like Electabugs)

Also about the names thing I made a poll https://strawpoll.com/Q0Zp7qbJGgM/
I just voted in your poll. Keeping which option I chose private.
 
I'm pretty sure it was just because he didn't want to code another Charizard (Charmeworm evolves into Dragon if you cheat it in) but yes that is the plan, every single zombie Pokémon will have at least some touch ups (or straight up a full redesign like Electabugs)

Also about the names thing I made a poll https://strawpoll.com/Q0Zp7qbJGgM/
Perhaps you could do a reference to their old names via some random researcher who was like oh yeah the original researcher that named these specimens went missing or died. The names were just illogical so we revised the names of these specific zombies to the newer names to fit better with their appearance.
 
There's a bit of glitch while grinding, where some Pokemon will just randomly stop gaining exp
 
It's due to the scaling exp formula that lowers the experience based on the level difference between the battlers. Currently it's -66% exp per level above and +75% exp per level under (the values might change next update)
Hi, not sure if the formula is working incorrectly or its set to a really really harsh level because I'm wiping on Alicia's second fight but because its at that rate I can't get any exp from the only place to level before her. So might wanna lessen it by a lot or change the difficulty of some fights.
 
Hey, i made an account to comment here, I have mostly enjoyed the game so far, made it to wattson, couldn't find the switch to progress the event, so i just stopped there since i know the game isn't done yet. However, I think the general movesets for most of the trainers is quite a bit stacked against the player, since you essentially only have access to your learnset, and just about every bit of opposition has a well covered (bordering on competetive) moveset and 95% of the time, a Hidden power that counters most things you'd have caught on that route, I stuck it out, but it got pretty exhausting having to change almost an entire party out sometimes just to pass a trainer. I like the difficulty from the level scaling/capping, just honestly the movesets for me, most of everything else was tolerable tbh.
 
Hey, i made an account to comment here, I have mostly enjoyed the game so far, made it to wattson, couldn't find the switch to progress the event, so i just stopped there since i know the game isn't done yet. However, I think the general movesets for most of the trainers is quite a bit stacked against the player, since you essentially only have access to your learnset, and just about every bit of opposition has a well covered (bordering on competetive) moveset and 95% of the time, a Hidden power that counters most things you'd have caught on that route, I stuck it out, but it got pretty exhausting having to change almost an entire party out sometimes just to pass a trainer. I like the difficulty from the level scaling/capping, just honestly the movesets for me, most of everything else was tolerable tbh.
The switch is in a box next to the chef, it's a bit confusing but I haven't changed it yet as it was that way in the original (although I might make it clearer next update). About the movesets part of the next update's intent is to make some of them less frustrating, specially about the Hidden Power part (I assume you're playing on Normal). Regardless thanks for the feedback! It's nice to see someone enjoying the level mechanic since it's definitely been controversial, with a lot of people liking it and others not.
 
Scarmeleon holy crap that sounds so much better than the original name.

Also, I was so confused that Cutlerine never made a zombie Charizard, so I made Lichizard, the zombie Charizard.

also likely Some zombie mons hell the starters could do with some resprites since their sprites are merely just recolors of the Original in either gen 4/5 styled sprites. sure they were probably creepy back in the day but nowadays should be made to look more like actual zombies with some gore here and there or infected at least.

maybe touch ups on the original snakewood sprites and mons could help. like Sticher which was a cool snakewood mon being made of both eon pokemon but they could do with a remaster eventually.
Lichizard is wow. I don't normally use this phrase, but just *chef's kiss*. It's brilliant.

Yes, Stitcher needs a sprite upgrade. You can see that both heads are severed and then stitched on a body that mixes the colors (purple), but other than that, they look normal. Others that need it: Boilbasaur, Rotmander, Charmeworm/Scarmeleon, Moulder, Yuck, Azombarill, Electabugs, Poliworm, Poliwraith, well let's just say most of them need a resprite. More blood and visible injuries is an excellent idea as well.
 
Yeesh I wish the level cap/xp curve within like two levels wasn't enforced on the easier difficulty. Especially when half the mons already have TM/Egg moves like that wingull with shockwave and that poochyena with thunder fang.
I still have nostalgia for snakewood, but at least you could overlevel there if needed-
 
This game doesn't work at all. Nothing but errors that say "no game scripts specified (missing game.ini). I tried redownloading 4 times, no change. waste of time :(
 
This game doesn't work at all. Nothing but errors that say "no game scripts specified (missing game.ini). I tried redownloading 4 times, no change. waste of time :(
the heck are you even on about dude? i literally downloaded it after seeing this just to check and make sure its working perfectly fine, no issues whatsoever
 
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This game doesn't work at all. Nothing but errors that say "no game scripts specified (missing game.ini). I tried redownloading 4 times, no change. waste of time :(
it might be an issue with your file extractor thingy? are you trying to execute the game through the zip file instead of extracting it?
anyway i had taken a break from Stygian Snakewood due to some burnout and due to the other projects that I was working on as well consuming some time but I should be returning to it soon (specially since I'm on my university break or whatever you call it)

Yeesh I wish the level cap/xp curve within like two levels wasn't enforced on the easier difficulty. Especially when half the mons already have TM/Egg moves like that wingull with shockwave and that poochyena with thunder fang.
I still have nostalgia for snakewood, but at least you could overlevel there if needed-

Yeah Normal mode still has some balanced to do sorry, I kinda need to figure out how to code the exp system separately (still the same calculation but the Normal mode one would be less strict) but for now the thing is to either make the Normal mode give more experience than Lunatic or change the formula and make Lunatic give less experience than Normal

Anyway so that this doesn't become such a bummer of a comment I might as well show some of the sprites I was working on despite them still being a bit clunky:

[PokeCommunity.com] Stygian Snakewood, a Pokémon Snakewood remake[PokeCommunity.com] Stygian Snakewood, a Pokémon Snakewood remake[PokeCommunity.com] Stygian Snakewood, a Pokémon Snakewood remake
Redesigns of Zombie Elekid and Grimer + Vigourlan, the other Vigoroth evolution.
 
Happy one year anniversary to this thread! Stygian Snakewood has been out for a while and had threads before (rip Relic Castle) but it only truly started getting on track with this thread and then the game release. There was a lot of drama with some things (I'll fix normal mode i swear) but overall the response was positive and it made an impact (specially after Volty's playthrough) and I'm really happy with everything.

But how's Stygian Snakewood doing development wise? Well, it's slower than I would have expected. First it came down to me this year getting sick four times in four months, then my PC broke, then I got heavily sidetracked in an unrelated project that I thought of when my PC broke and now I'm back at university but I intend to stop focus more on the game

Anyway a thing I need to ask first to you players. What do you want for Stygian Snakewood? What was/wasn't there in the game that you wanted to see more of? New zombies? New regional forms? More redesigns, gameplay changes or story changes? About the latter, would you support some rewriting regarding the controversial way that the split between West and East Hoenn was handled (The reveal that Alicia was a Horseman, death is going to get rid of you and you simply jump into the water inside Meteor Falls and end up in the S.S Cangrejo I don't actually have many ideas YET?
Things I'm striving for in the next Stygian Snakewood version in no particular order (be free to suggest some):
  1. Androgynous protagonist design.
  2. A backsprite and icon for every single available Pokemon
  3. Redesigns and remasters of many old sprites.
  4. The revamp of a lot of the original maps in order to make them fit more into the whole post-apocalyptic dystopia setting.
  5. An extra zombie Pokémon for the early game.
Spoiler: The images that you actually went here for.

Screenshots explained.
1 - The most time consuming sprite I've ever done. Dreadnite is the last evolution of the Rawtini line based on the Nacrene City Dragonite fossil and a Dracolich from DnD
2 and 3 - A redesign of a weirdly iconic zombie Raticate that is somewhat based on laboratory rats and a thing of relevance is that if a Pokémon gets a drastic color shift due to a redesign the shiny is almost guaranteed to be the original color of it.
4 - Added FL's advanced Pokédex so that the player has more knowledge of the changes without needing to open the pokemon.txt files since it's somewhat unpractical. Also in that screenshot is the Sand Castform I got from a Free-to-Use Fakemon pack, such Castform also had a base stat boost because it deserves it.
5 - Just a dialogue of Hoenn's Maximum Security Vault/Prison (former Weather Institute), working on its map has been really fun and it will be the last place the player will go to in this demo.
6 - I remapped Littleroot in an attempt to make it more fitting to its backstory as an abandoned burnt-to-shreds town. Did you notice there are now 3 houses instead of 2?
7 - Showing of a new ability exclusive to the Zombie Clefairy line + its shiny variant.
 
Requests for possible updates in the future? An option to disable the exp settings. That's it. The new Zombie designs are great, the writing is good (good meaning it pretty accurately matches classic snakewood's goofy edge), the overall feel is really nice, I just really really hate the EXP system. I understand the value of keeping a level cap system in place during development due to not wanting the players to see unfinished evolutions from late game, but when the project is eventually finished PLEASE either add the option to turn it off or disable it in the game's normal mode.

Other than that, just more of the same really. The new Zombies have all been great and I really like the redesigns of the old ones. More of those please. I also trust your writing abillity to continue the story from where it ended off in the demo.

Also maybe make some more of the zombie mons catchable early game. I like the idea of doing a Zombie only playthrough but only having access to only one or two mons during the brutal early game would be a little unfun.

I also really really like the new zombie dragonite sprite. It looks really good.
 
ok how do i move that guy in dewford to get hidden power? there needs to be a wiki or some kind of doc in the files to help with little things like this. theres no hint on what he wants, besides some kind of liquid.
 
ok how do i move that guy in dewford to get hidden power? there needs to be a wiki or some kind of doc in the files to help with little things like this. theres no hint on what he wants, besides some kind of liquid.
The thirsty guy is actually from Vanilla Snakewood and is part of the Turmur quest that you can't complete yet. The one you should do is the guy that gives you a Silk Scarf. If you talk to him again you will activate a little quest and then you need to talk to the Normal trainer in Route 115 to get Hidden Power. I should probably edit the event to be clearer though, my bad.

Also yeah a wiki would be important but I kinda don't have the patience to do one, my apologies.
 
The thirsty guy is actually from Vanilla Snakewood and is part of the Turmur quest that you can't complete yet. The one you should do is the guy that gives you a Silk Scarf. If you talk to him again you will activate a little quest and then you need to talk to the Normal trainer in Route 115 to get Hidden Power. I should probably edit the event to be clearer though, my bad.

Also yeah a wiki would be important but I kinda don't have the patience to do one, my apologies.
im more than happy to fill one in and im guessing others would as well but it just has to be made first lol. like i said id settle for a sidequest.txt in the docs tho, maybe something to add next update or on full release
 
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