I’ll add my two cents - indeed it does feel quite random. Sometimes you get demolished in first floor or first two floors and sometimes you can reach really far. This fact alone makes it a bit frustrating that there’s no save functionality so you gotta start over and over again.
Also idk, I didn’t really play original pokemon games so I can’t judge it in light of actual pokemon games but I feel like HP is quite low comparing to enemy attack strength, which in conjunction with scarcity of healing items and lack of saves AND randomness of enemies makes game quite hard AND strongly dependent on luck.
Another thning I noticed (that may be just design decision, not sure) is that kinks adjustment really strongly affects gameplay difficulty. For example amnestia and mind control are really strong debuffs that make game really diffucult and once you disable them game suddenly becomes significantly easier. If it was planned then I’d say it’s interesting mechanics but maybe it’d be worth to mention it on kinks selection screen that it actually affects gameplay mechanics and difficulty since atm it feels like lack of some kink related mechanics is not balanced out.
Also I did not manage to starve to death. Maybe it just takes too long. Again it sounds like cool mechanics, encouraging player to look for food berries and not just speedrun to stais but it doesn’t seem to be consistent enough in many ways - in some runs food items are extremely rare, then in other runs they’re fairly common and being such important gameplay aspect I think there should be some caps ensiring that player actually will find at least one of them on each level or once per two levels for example. At first I was really worried about starving and tried to always pursue all berries looking for food but then kinda realized there’s no point since I did not manage to starve to death anyways. I thought it’s one of endings so I tried to die of hunger but did not manage to… idk.
And I feel like effects are not really explained in the interface. In general a lot of things are not explained anywhere. You can see icons but if you miss description in log you kind ahave no idea which icon means what. It may be more apparent for me since like I said I did not play a lot of Pokemon games so I don’t know lore behind many of items in this game. Plus you have no idea what cursed objects actully do and it all felt a bit confusing at least to me. Probably some of this stuff doesn’t have to be addressed in game itself, maybe some PDF manual or guide explaining stuff and objects would be sufficient, especially now, at early development stages. I still have no idea how to trade since I keep getting message that pokemon is not interested in trading with me :c Also you mention in readme that icons may give a clue regarding endings but they’re covered by giant locks so you can’t see sh*t xD
Also side note - I’d recommend forcing items shuffle after amnestia in order to prevent player from taking screenshots or remembering order of objects before you forget what they do. Or just implement some randomness mechanics that would pick random unknown item of certain class when using such (eg. no matter which unknown orb you use, game would just always pick random since they should be unknown anyways)
But overall this game feels REALLY complete for first public release and replayability is really high, there’s a lot of content and it’s high quality content. It’s one of better itch.io releases I’ve encountered in a long time. Brilliant work. Standing ovation from me. I really hope this project gets far and gets recognition it deserves. It nailed so many game aspects right away on first release that it’s almost unbelievable.