AenaonDusky
DeliveryBoy
- 325
- Posts
- 7
- Years
- Seen Apr 28, 2025
No offense but this game is way too hard. the early game trainers were way too high leveled and the fact that there isn't anywhere for me to heal made it so that I was constantly having to win most of the early battles on my second try after I blacked out the first time. I know the game is supposed to be hard and that the 'no pokemon centers' ties into the lore but jeez man. This might just be me but whenever I think about a difficult pokemon game I'm always inclined to wonder if it's "TOO difficult" and when that question comes up I answer it by asking myself the question "could I realistically beat this with normal nuzlocke rules" and if not I'd usually consider toning it down a notch. granted I've never actually made a game before. Most of my ideas are just that; ideas, so I'm not gonna try and tell you what to do with YOUR game. It's just something that I thought you might wanna think about. I like hard games from time to time but personally I think this was the equivalent of me saying "yea I like a little bit of spice in my food" and then getting served a plate of ghost peppers. Still enjoyed the game tho.
Hello, thank you for the feedback. Goes without saying that no offense is taken, lol.
Why have you found it so difficult though? The game wasn't really made to be difficult, as it is a story game. Feedback reports from players have never mentioned such a high level of difficulty so far. Besides there's a lot of stuff in place to help players too:
1) Route 6 is the first Route you should head to, serves as an easy way to gain EXP for Tauros, everything gets one-shotted with Frustration (and that goes for Route 11 too). Bsically Route 6, 11, and 12, and even R8 trainers can get one-shotted by Tauros, so I am not really sure why you found them so difficult to deal with.
2) The vendor in Vermillion is selling a cheap Geodude that can basically carry the entire game
3) Another vendor sells a Rhyhorn that can also do the same, particularly since it can evolve into Rhyperior later on
4) The text-file that comes with the game states that you can catch Oak's OG team when certain story-events happen. So you don't really need a lot of balls, you can simply keep your extra balls and even sell them to make money!
5) The first two vendors have high-leveled mons, Geodude in particular, is level 25.
6) You can easily get through the entire game even with Tauros alone...
7) The game provides a huge number of spawn points, so if you lose, especially when you enter a new route, witness a new cutscene, etc, you will almost always spawn next, or very close to where you lost. So assuming you do end up losing, you can simply spawnheal almost everywhere.
8) Speaking of spawnhealing, this is also the cheapest and easiest way to get healed. Simply take the loss and respawn (really close or even next to where you lost). Sure, you might lose some money too, but especially in the early-game, you may perhaps take 2 losses max until you reach Mt.Moon.
9) You get supplies twice, one very early on (right as you're entering Rock Tunnel) and one at Silph. The former gives you enough to get through both Rock Tunnel and even Mt. Moon. The latter basically solves any late-game problem you might have encountered.
As far as Nuzlocking and the such are concerned, I am sorry but these had never been taken into consideration. Since from a gameplay standpoint, resource management is the focus for those who want to avoid losing, the free healing necessary to facilitate playstyles like that (and even semi-competitive battling) simply isn't there. Apologies but the game wasn't really built for Nuzlocking purposes. As I said earlier, spawnhealing is set up in a way that can assist casual playstyles.
Perhaps you are reluctant to take losses?
Also, don't be that hesitant to try out your luck at making a game, what prevents ideas from materializing is obviously practice.
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