Thanks a lot for trying it out!
What you're talking about is one of the hard balancing aspect of my game... There is the goal of my game (performing glitch to go forward) and the goal of the game inside the game (collecting the 8 badges? Catching them all? I don't know).
Those goals are kinda opposite to each other because the first is more about research, experimentation, and managing to unlock progression through new discoveries, while the other is more about a steady adventure you can go through by level uping your creature, finding better ones, using items, etc.
One is more of a puzzle game, while the other is more of an adventure game.
If I try to have them both, one tends to prevent the other from working.
For example, I didn't put a leveling system in my game because if I did, the chromatic creatures would become useless (as you could just grind your way to victory). And the duplication glitches could make the battles too easy if they were planed for a more "normal" type of game.
So yeah, how the game feels right now is intentional. It's not perfect, but I want to have those roadblocks and I want to focus on the puzzle aspect. My priority is to convey the feeling of discovery. Of progressing in a way not planed by the game. I want this game to be about emergent gamplay.
Though I don't want them to be skill checks, and I don't want them to prevent the player from doing anything.
I actually added a few systems to help with that. For example, there is an auto-correction when you try to get a chromatic creature if you miss it by a frame or two (which can be increased in the option menu by the way, if you struggle).
I also plan to add other stuff so you're not so "alone" when you get stuck (instead of a big game manual you have to analyse, I plan to have something a bit more interactive to get hints and instructions).
Anyway, thanks again for the your feedbacks.
I'm watching the stream VOD right now, I'll answer the questions said there once I'm done