>>58632205> it's good they reward you for losing since the whole point is to lose so you can see the cgs but on normal difficulty i had to just sit there for minutes spamming leer Seems to be the most consistent feedback I get and it's making me want to shift the difficulties down one. I didn't expect everyone to just play normal, which is probably unreasonable of me. Hard is at least somewhat more difficult and meant more for people that know how to play the game, though overall I tried to make the demo easier to avoid a stompfest. For example dwebble is super common and counters may, and joltik is super common and counters hawlucha. I don't want it to be some kaizo type hack where every random trainer has 6 level cap perfect IV/EV mons with multiple good coverage moves so trying to find a medium.
Also in the next update content your team strength won't matter as much, and there's going to be a way to reduce trainer power.
>mostly sameyguilty, I like feet. Dialogue is also kinda hard when the mc can't speak. Have been experimenting with adding narration to events.
>early repel accessdidn't think it'd be an issue in the demo since there's not much grass to walk through but I was considering adding a toggleable repel in the future.
>more cgsworking on those
>gallerybacklog but probably not till later into the game.