>>53402070>>53402106Core concept aside, I think you have a lot of tools to play with with a themed route like this. You can structure it like a lengthy trial, where early trainers are just out to poison your Pokemon, and later trainers wield Pokemon that excel at dunking on already-poisoned Pokemon. You can sprinkle in choice counterpicks to things you think can cheese your route. You can control the players inventory to ensure exactly what gameplay the route will inspire. But:
>How will you ensure the player doesn't feel robbed by this removal of agency?>How will you keep the design interesting over the course of the route? If the route is all themed, and lengthy, there is a risk of things getting very same-y by the end. "Oh, I got poisoned, guess I'll just keep slogging anyways". It will be a challenge to make these statuses more than just a hazard your team has randomly accumulated outside of themed routes (often with no way to avoid them), and more than a single-route's key purpose that doesn't exist anywhere else in the game.There is a reason this sort of thing is difficult, and why I'm typing paragraph after paragraph about game theory rather than just telling you how to do it. You'll have a balancing act to conduct to make your game interesting, punishing, rewarding, and consistent.
I've mostly rambled but you get what I'm stabbing at with your Inn system. To make it interesting, you need to either lean into making this a full-on adventure mode, or work hard to ensure any new challenge is one that can be interacted with in a meaningful manner.
Or don't, it's your game and I'm some shitter on the internet.
>>53402112Like this absolute nigger
But that's what I've got, hopefully that at least gives you something to think about. I'm happy you took the dive to put this out even for one set of eyes, it's important to discuss with others what you're thinking/feeling especially in a process like this, as it can help you refine your ideas. Good luck, King.