>>55065986I think a puzzle more related to lore of Sinnoh, so solving it feels related to the current story climax rather than an out of place distraction, would be better. Idk what that might be, but I’m sure there could be something. It wouldn’t even need to be a particular complex puzzle, but to me puzzles or gimmicks are what make dungeons feel memorable. Gen 1 was great about this: Viridian forest introduced poison as its gimmick, Rock tunnel had darkness, the power plant had exploding Voltorb/electrode item balls, the rocket base in Celedon had the spinners, Seafoam islands had the multifloor strength puzzle based on water currents. Even something like Pokémon Mansion was memorable because it gave story info. Later Gens really eased up on these sorts of distinctions or otherwise made them entirely aesthetic, which I’m not really a fan of.