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Pokemon Tower Defense

rated 4.37 / 5 stars
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Strategy - Tower Defense

Credits & Info

Mar 30, 2011 | 3:06 PM EDT
  • Frontpaged March 31, 2011
  • Daily 2nd Place March 31, 2011
  • Weekly 3rd Place April 6, 2011

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Author Comments

Previously a top ten action app on the android marketplace (got suspended) with over 100k downloads! 4.8/5 rating with over 2,000 ratings!

When a pack of wild Rattata attack Professor Oak's lab, it is up to you to stop them. Set out on your own Pokemon journey, to catch and train all pokemon and try to solve the mystery behind these attacks. Featuring the original 151 pokemon!

Visit my blog for more updates and info on the game http://samdangames.blogsp

Capture the enemy Pokemon and add them to your team.
Level up your team and bring them into battle.
Classic Tower defense gameplay.
A wild and crazy story that takes you all around the kanto region.
Pokemon will learn moves and EVOLVE just like the real game!
Level all the way to 100!

Visit our blog for more news on our new games and PTD sequel!




Rated 5 / 5 stars


Hands down one of the est games on Newgrounds.

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Rated 4.5 / 5 stars

Good game.

I actually enjoyed this, but it got boring. That's because I beat it. So this is why I am asking you, when is the predicted time that you would make level 6? I can't wait! My team: Charmander lvl 12 with ember, Rattata lvl 10 with bite Pidgey level 12 with gust, Pidgey lvl 11 with gust, Beedrill lvl 11 with fury attack and lvl 12 beedrill with string shot.


Rated 3.5 / 5 stars

A lot of polish for something so early on!

This is a great concept, and plays really smoothly. It's definitely NOT easy. I don't see a whole lot of bugs, and the ones that are there don't stop you from playing.

I found that sometimes I wound up clicking on the pokemon themselves on the field, which returned them to their pokeballs when I wanted to switch up their abilities and pay for levelups. It definitely needs to get changed up so you can drag them off the field to dismiss them, but if you click on them it should be the same thing as clicking on them, n'est ce pas?

The map hardness curve is pretty steep. I'm really looking for some replayability on current maps, or some extra maps at each level so you're not replaying the same map the same way repeatedly.

You need to either set a hard limit on the number of pokemon you can have, or add scrolling when you're selecting your lineup. If I wanted to catch them all, I'd have a hard time getting at the correct pokeball at the bottom of my stash X)

I love love love the fact that all their usual abilities are there, but I think some of the status effects should be set to passive skills and everything should take MP - Weedle's String Shot, for instance. Weedle would be a heck of a lot more useful if he could have String Shot on as a passive but also do damage with Poison Sting. Each attack or ability could require a certain amount of energy, and energy recharges based on time - so by using a lot of passives you're making a tradeoff with attack speed. And the player could totally stop Weedle from doing Poison Sting at all and have the existing behavior.

If you want to rebalance it differently that's fine, but the point is I'm kind of sad that I have to pick between 100% damaging attacks and 100% slow given so few pokemon to work with. Which brings me to another question: why limit it to 6? Why limit it to the squares given? You could easily make the case that many pokemon are too difficult to handle, but even that can be soft-enforced by having the energy/MP regen be fixed per-tick, meaning too many pokemon would be starved for abilities.

I know, I know, it's kind of a complicated idea to code in there. Maybe I'll do a mockup sometime and see how it plays. But whatever you're doing it, keep doing it. This is turning into a really great game.

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Rated 5 / 5 stars

just awesomeness

can you post up when u will make an update on charizard venusuar and blastoise?

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Rated 5 / 5 stars

Love it

This is great I love it. Can't wait for the new levels to come! :D