>>58625443>>58626567Yeah — I feel most issues with romhacks are about balancing. There are, however, some related, intrinsic problems.
Here are the challenges I think few people solve when making romhacks:
a) Basic Pokémon only teaches players the rock–paper–scissors dynamics of type-based gym leaders. If gym leaders were designed as special challenges, players could learn more.
b) Legendary fatigue. If legendaries and mythicals were reserved for NPCs, battle facilities and lore, they would feel more special.
c) Certain Pokémon need their niches overhauled. This requires both game lore and gameplay revisions. Example: Luvdisc (my favourite Pokémon) has no reason to be a late-game encounter. It should be one of the first Pokémon encountered in a playthrough. There are many ways to justify this.
I have a few ideas for how to tackle these issues, but I don't feel passionate enough about the Pokémon world to pursue them fully. I'd work best if someone else handled the lore within constraints I set for gameplay. I truly believe the saying “constraints bring creativity.” You need limits for creativity to bloom, and most romhackers all but erase limits. That's why so many projects end up looking the same: bland and uncreative.