>>47327322It is the combat. In normal JRPG, you got 3-5 characters, each one having a role (healer, damage, tank, (de)buff...), but in Pokemon, most fights are 1v1, so when you're not attacking, it feels like you wasted your turn. You don't even have time to think because most pokemon go down in one turn with a super effective move, it's just
>"Trainer X will send a Y type pokemon">*Switch to a pokemon strong against Y types*>*one shot Y type pokemon*>RepeatYou want pokemon battle to be fun, here's a few ideas:
>make it constant 2v2 or 4v4>nerf super effectiveness and raise hp so fights last longer than two turns>make (de)buffs usefulHere's some other ideas I try to do in my fangame:
>Attacks have different effects when coming from the front (50% dmg), sides (75% dmg + debuff), or back(100% dmg + chance of status)>You can guard 2 sides of your pokemon if you chose to attack from the front, 1 side when you attack from the left or right, and you can't guard at all if you attack from the back>Attacking a guarded side makes 25% dmg, can't KO, and removes debuffs>Pokemon not fighting heal 10% hp each turntldr; pokemon combat is shit not because it's "slow", but because it's a no-brainer. Give more options to the player