I think this 'save point' system COULD work in a Pokemon game, but it needs to be handled more carefully than here. When I lost, it was rarely because I ran up against a legitimate meat wall that told me to go somewhere else, it was often due to bullshit RNG that caught me completely offguard. I think Pokemon's battle system is just way too inherently at the mercy of RNG (especially when you restrict items like Hard mode in this game did) that the blunt 'save point -> if you die you go back' gameplay that is more acceptable in SMT or FF just becomes extremely irritating when applied here.
Overall, 'Hard mode is just a thing you can do now as a victory lap since you know all the ins and outs' is just a weird design choice to me, like is it even really 'hard' at that point? Kind of makes me think how NG+ in most games tends to just be straight up easier due to better skill and such.
Also, Sarah, if you somehow ever see this, please PLEASE when this becomes its own thing, implement a skip cutscenes button or fastforward, good god.
>Final VerdictI'd give this game a 5-6/10. I liked it. I don't know that I'm hugely excited for the Pokeclone, but at least gamedesignwise it has more going on with it than something like say Nexomon, I'll probably at least give it one spin when it comes out.
Best wishes to the creator and hope they can actually make money off this shit
>>55923125I liked the idea of what it was trying to do more than I think the game itself, but it was okay. Dunno if I'd recommend it, but if you do, heed the warning at the start and play on normal jesus fuck