My two cents of playing through this so far:
1. The poison barb/toxic spam abuse is extremely annoying in the early game. Also forcing fights with literal early game walls (hello shuckle) is just artifically increasing the difficulty imo.
2. (The big one) Gambler trainers completely break open the midgame (endgame maybe?). If you manage to get your hands on a Swellow you can get it to level 100 easily and still have change, and swellow is a stupidly strong sweeper (and you even buffed it, +10 Atk +10 Spd from what I can tell). The 4 gamblers next to Snorlax give so much money it's kind of insane especially with Amulet coin; I initially thought they were specifically bugged on amulet coin and it stacked, but no; they just give heaps of money for no reason. I'm currently in Sylph Corp and am sitting on 4 level 100s with 999 rare candies in inventory, and about 400k in cash.
3. Some road "redesigns" are questionable at best; one guy in Viridian walks on water; trainers see you from across the map (but also not all of them do?).
If that's done with the intent to force the player to fight all trainers, just simplify down the roads; due to access to sweepers it becomes an annoying sweep gauntlet where you just spam revives to get across the line when you start running out of PPs. The labyrinth next to Lavender Town is extra annoying to navigate because of the tall grass, forcing you to pop repels, which sounds like a big deal until you realize you've been sweeping the game with 400k in your pocket, and buy a stack and never worry about it again.
IMO, players should be able to skip trainers; leaving them for later has no impact on progression as they give little money usually and the player will be punished by fainting later on in the game anyways. This compounds with the gamblers issue since at the point you get to the heavy gauntlet trainer chains, you have so much money it does not actually matter
4. There are gyms where you can skip trainers, and you can come back after you've beat the leader and sweep the remainding trainers if you didn't need the money until that point.
5. (I might be confusing this with another hack) One gym had 5 trainers forced to be beaten in sequence before fighting the leader, however I'm assuming the 5 guys are refightable if you faint against the leader - you probably want to make these guys not give money because I think they did.
6. Moving the Gold Teeth to the hut was annoying because even though I saw the pokeball on the ground I assumed it was another item (i forgot the exact location of items in the base game not having played it for a long time), I had to load up the rom and checked that the vanilla location for the gold teeth was removed. Alternatively edit the sign there.
7. Gating the Warden behind that road so that players don't skip it is fine ; maybe just update the wardens mailbox at his old house so players are not as confused as I was.
Overall not a bad hack, but I do believe there's room for some amount of tuning (especially gamblers I think make the game too easy)
1. The poison barb/toxic spam abuse is extremely annoying in the early game. Also forcing fights with literal early game walls (hello shuckle) is just artifically increasing the difficulty imo.
2. (The big one) Gambler trainers completely break open the midgame (endgame maybe?). If you manage to get your hands on a Swellow you can get it to level 100 easily and still have change, and swellow is a stupidly strong sweeper (and you even buffed it, +10 Atk +10 Spd from what I can tell). The 4 gamblers next to Snorlax give so much money it's kind of insane especially with Amulet coin; I initially thought they were specifically bugged on amulet coin and it stacked, but no; they just give heaps of money for no reason. I'm currently in Sylph Corp and am sitting on 4 level 100s with 999 rare candies in inventory, and about 400k in cash.
3. Some road "redesigns" are questionable at best; one guy in Viridian walks on water; trainers see you from across the map (but also not all of them do?).
If that's done with the intent to force the player to fight all trainers, just simplify down the roads; due to access to sweepers it becomes an annoying sweep gauntlet where you just spam revives to get across the line when you start running out of PPs. The labyrinth next to Lavender Town is extra annoying to navigate because of the tall grass, forcing you to pop repels, which sounds like a big deal until you realize you've been sweeping the game with 400k in your pocket, and buy a stack and never worry about it again.
IMO, players should be able to skip trainers; leaving them for later has no impact on progression as they give little money usually and the player will be punished by fainting later on in the game anyways. This compounds with the gamblers issue since at the point you get to the heavy gauntlet trainer chains, you have so much money it does not actually matter
4. There are gyms where you can skip trainers, and you can come back after you've beat the leader and sweep the remainding trainers if you didn't need the money until that point.
5. (I might be confusing this with another hack) One gym had 5 trainers forced to be beaten in sequence before fighting the leader, however I'm assuming the 5 guys are refightable if you faint against the leader - you probably want to make these guys not give money because I think they did.
6. Moving the Gold Teeth to the hut was annoying because even though I saw the pokeball on the ground I assumed it was another item (i forgot the exact location of items in the base game not having played it for a long time), I had to load up the rom and checked that the vanilla location for the gold teeth was removed. Alternatively edit the sign there.
7. Gating the Warden behind that road so that players don't skip it is fine ; maybe just update the wardens mailbox at his old house so players are not as confused as I was.
Overall not a bad hack, but I do believe there's room for some amount of tuning (especially gamblers I think make the game too easy)
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