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So, the Not-Pokémon game I mentioned earlier is actually not much like Pokémon. I think the main appeal of Pokémon is probably not the battle mechanics, or the grind, but the idea of collecting/hoarding and levelling up/optimizing, the same kind of appeal present in MMOs.

A thought occurred to me. If a player puts up with boring grind, why not turn the grind into a useful association/memorization training game? In fact, having complicated combat decisions every turn will be very disruptive mentally so I'm thinking of having the monsters fight mostly on instinct, with occasional player encouragement/guide ("Do special move!" or "Super defense!"). Player guessing/matching success really needs to have more of an indirect nudging effect. Otherwise problems arise with levels, regional difficulty and such. Monsters are not caught, but summoned using a complicated Dropped Materials system, as this enables be to feature relevant and basic foreign words like "Red Sand, Clear Oil, Rainbow Crystal".

The game could be used to learn anything really, but at the moment my prototype only has a Japanese set (Katakana, Hiragana, Kanji). This old version linked below is fairly simple, containing just the guessing game and no other mechanics. I haven't had much time to work on it. I started the project in 2008 (Tower of Kana) and was in talks with Bandai-Namco about using the Druaga setting (where the hero Gil climbs a tower), but nothing came of it. Might call it Babelmon (Tower of Babel reference)... but I have some other names ready as well. It has taken a long time to figure out certain aspects but I think I've gotten close to a workable design.

Link:

www.androidarts.com/ToK-Himitsu/

Version:

Compiled on Windows 7 (unsure if 32-bit or 64-bit). I run/dev it on an Intel Mac myself. TTF font display issues on Linux (haven't tried Wine).  

Bugs:

Unknown. Need all three files in the same game directory/folder. It uses a free font called mona.ttf that is loaded from the directory rather than OS... so I guess you don't need to have Japanese font support. BlitzMax handles the rendering.

Comes without warranty but let me know if there are any issues. The graphics are retain mode, i.e. no redraw each frame, only on changes, which are few in a turn based game. It saves CPU/GPU.

Controls:

Arrow keys to make the quick guesses.

G to change practice glyph group (random in this version). Some are a bit more difficult. The overall difficulty setting will affect mainly exp & drop chances I'm thinking.

Esc to quit. Or window X.

My prototype doesn't cover everything yet, like the small ッ indicating hard consonant, or ー being long vowel. Or words, or most Kanji (I've included just a small selection for testing). I've noticed that the brain cheats with words and just reads the first character so I need to solve that... probably by mixing new words faster into the pool of five, only giving the player a few chances with each.

The Katakana words below might look like nonsense now, but might be readable after a few sessions (5 hours total maybe?). Katakana is the most useful to learn as it's generally English loan words (Red = Reddo, etc) and common in games and tech. Old games avoid complicated Kanji characters for font/display reasons. Hiragana is the round characters.

Colours:

レッド

ブルー

グリーン

パープル

ピンク

イェロー

ブラック

Computer things:

スーパーファミコン

フロッピーディスク

コンピューターのマウス

メモリー

ハードディスク

Weapons:

ソード

シールド

アーモー

ガン

ビームライフル

Files

Index of /ToK-Himitsu

Comments

Matthew Brown (edited)

Comment edits

2026-09-15 11:00 Hey! Really interesting! Awhile back I was putting together ideas for a game inspired by Team Fight Manager, an auto-battler where players draft teams of in-game characters with players of various skill playing those characters. The premise was that, instead of having players skill in that character increase their power, that they were actually better at playing those characters--and I sought to accomplish this by implementing an GAN (generative adversarial network); a few layers of input and output neurons. I've thought for awhile now that this is a much more intriguing way of handling Mon games, by giving each mon their own intelligence that can grow and adapt, albeit slowly, and even learn to respond to player feedback. I think the idea has a lot of potential as a Blockchain-based game, which is something I would like to see.
2022-06-16 12:01

AndroidArts

I used to have tons of combat system ideas for my various Pokémon projects. Their original system has some flaws in regards to grind... but even so people put up with it. Like I hinted at earlier, I think a deep system might actually be a hindrance here, because while playing my prototype, my brain turned into mush by the hyperfocus of just matching the symbols quickly. Eventually it becomes more casual but I don't really mind that kind of grind as here grind is useful and has to be at the forefront, pushing back everything else. I never played Pokémon for the battles myself, (or competitively or for trade), so I'm trying to focus on motivating the player to collect all the things. That said, there has to be enough depth to the combat to make the monsters functionally tangible and worth collecting... they can't be just baseball cards.