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Here's what I would do
>every battle is doubles unless it's wild encounters
>after getting your starter all early game pokemon you find will Lv 5 - Lv 8 some already knowing some elemental attacks
>starters will be different set of types and in a way will set a difficulty for early game Hard:Ice Normal:Poison Easy:ground
>you get rewarded depending on starter you pick, if you go hard mode you end up with a Ice/Fire type with really good stats/movepool, Poison/flying with good stats, ground/grass, overall mediocre but passable stats, not useless but it needs more help compared to others starters
>1st gym already uses 4 pokemon
>rival is a nice to you and has the starter that weak to yours, but on his journey gets sick of you winning and acts progressively like a dick bag towards you and fighting in s much of a weakened state possible, and have pokemon with better Iv's and Ev's over time and implied that he has been doing more competitive stuff and his team will start having egg moves on them along with his team sometimes changing drastically.
>not every npc is nice
>shiny pokemon have a 50% chance to run away before the battle starts
having more pokemon on your team and badges increase wild pokemon levels, if catch a bunch of shitmon on route 1 you'll encounter pokemon from Lv 10 - Lv 14 and 1st gym leader will use a full team instead of 4
More dungeon labyrinths that are actually complex you can go into a mountain and find yourself in a underground mine or on top of a mountain depending on where you go
>random chance that a wild pokemon will get a free turn at the start of a battle
>setting that can restrict what you do, like making it so you get 0 exp if you fight pokemon weaker then you, making Pokemon center cost money(Pc doesn't heal you) Or just removing Pokemon center healing
>routes are bigger and can drain resources easily if run in blind
>you can pick difficulties Easy: locks from the champion until you change difficulties