It looks fantastic but it is virtually unplayable in its current state. I kept running into many bugs, which of course is expected in the pre-release state. But some of them are quite game-breaking.
=-=-=-=-=-=-=-=-=
GAME BREAKING
=-=-=-=-=-=-=-=-=
1. Grass Encounters. No Repels are available in the store, and any time I try to walk through grass, especially when walking [right], the encounter rate is 100% and the player cannot move from the tile. So literally I cannot progress past the first location with the shop.
2. The shop interface itself is quite bad. I don't mean that to be [aggressive?], but the shop interface requires multiple presses just to buy one item, if you want to buy different items it's quite tedious. On multiple occasions I got locked into the shop, unable to exit, forcing me to reset the game.
3. The input for my controller conflicts with the keyboard constantly. I'm using DS4 Windows + PS5 controller. It works fine most of the time, but sometimes the game resets it's priority as the topmost window, which forces the mouse cursor to the middle of screen, which causes the conflict. I'm not sure if a menu navigation is causing it or, the game resetting the priority as topmost window, but that's my guess as I've seen that behavior with projects I've coded before. -> This is probably on my end now that I'm looking at it more closely.
4. Astonish caused the entire game to freeze up when used in a trainer battle. Specifically Beldum vs Pikachu #2 on Team Magma Grunt near the station.
=-=-=-=-=-=-=-=-=
MINOR
=-=-=-=-=-=-=-=-=
1. So far in my adventure there's no way to heal your Pokémon without items. So I'm unable to get more PP for any of my moves. I understand there probably is a way later, but right now, being unable to leave the area, I'm stuck with whatever moves I have or buy from the shop.-> This was indeed my mistake and I didn't know the tent was a Pokécenter until it was pointed out.
2. You haven't added logic [or it's not working] to prevent Pokémon from learning the same move more than once. This isn't a huge deal on it's own. It's a little silly and doesn't make much sense, but Missingno. in Gen I had two Water Gun attacks, so it just reminded me of that. But the issue here is that if you use one of those moves, both will lose PP. So it's possible for one of them to have a negative value due to using the second move with 0 [or less] PP on the first move.
3. There are quite a few typos already. There are typos on some of the trainers and there is a typo in one of the Pokémon follower scripts.
4. Items sometimes cannot be used outside of battle (e.g. Potions) until either a battle is completed or an item is used in battle (haven't tested which).
5. Water should be "not very effective" [0.5x effective] against grass, but it hits for normal damage.
6. All Pokémon can learn any TM (even duplicates).
=-=-=-=-=-=-=-=-=
SUGGESTIONS (NOT BUGS)
=-=-=-=-=-=-=-=-=
Note: Keep in mind I am currently unable to proceed past the first area so I do understand that some or all of these might already be implemented in some way, shape or form.
1. Re-Battle Trainers: I'd like to see a method for re-battling trainers. I'm sure you have one planned or maybe even integrated already, but it might just be easier to include rematch scripts on the trainers themselves, and have them request a rematch when talking to them again (versus using a V.S. Seeker or similar). You can add flags and such to make the trainers stronger after certain milestones are met.
2. Re-usable TM's. I do like the current shop function. But having TM's as unique items hidden throughout the world feels more meaningful than having them as a consumable item in the shop. Furthermore, it promotes adventure and searching every nook and cranny. A TM of every move in the game (while tedious) would be unique and cool.
3. HM's. I don't know if you're planning on making HM slave Pokémon or if you will use items, but I definitely think the latter would be nice (surfboard, PokéSaw [lol], etc.)
Might come back and edit this or repost and add more later. It's a bit long, but I really like the project so far. Super cool. :)
Not sure if you'll see this but i was also struggling with walking to the right and having a 100% encounter chance, however I found that as soon as you run or beat the wild pokemon, hold right on your d-pad (or joystick), you should be able to make it off the tile you were on before the next encounter hits. That way you can (albeit slowly) make it to the next area. Hopefully it works for you!