>>39027168>FeaturesWalking pokemon.
Experiment with a system where pokemon have randomly generated different appearances within an acceptable metric of color and size
Difficult to reach areas very far off the beaten path where you can find rare and strong pokemon.
In gyms, there will be an area that requires good mastery of the gym's puzzle to get to, that has an item guarded by a strong trainer at the end of it.
Add in a method of out of combat healing that's more efficient or stronger than potions so you can have long sections between pokemon centers.
Refine double battles to make them less awkward. Make the UI and the options more fluid to use in general and speed up the pace of battles a bit.
Built in challenge modes (Permadeath, timers, limited healing) that give you a badge people can see in multiplayer upon beating the elite four.
Day/Night obviously.
Make sure it has a great post game, something you can come back and play with your favorites every day if you love the game that much.
Post game gimmick gyms that use meme formats like inverse typing.
Make the mechanics of breeding more accessible and breeding more fun.
With overworld sprites, add a ranch where you can keep all your pokemon and visit them.
A dickass rival is more likeable and inspires a competitive spirit.
Keep the mandatory content easy enough a child can get through it, but make the optional stuff hard so that adults and determined children can have fun.
>Aesthetic2D pixel, but use 3D models where it can improve the level design. It shouldn't be a hassle to make long dungeons and I don't think animation is worth it. I'd rather have my opinion shaped through a moment captured in pretty art than through a series of mass produced animations. Especially if so much has to suffer for them.
Most of all, I want to feel like I'm going places I'm not meant to be, a place where there is no one to help me and a place where no one has been.