• Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
  • Eevee Expo's webhost has been having technical issues since Nov. 20th and you might be unable to connect to our site. Staff are also facing issues connecting, so please send a DM to Cat on-site or through Discord directly for faster service!

LEAST Favorite Features - Main Games and Fan Games

Kawaiiski

Starving Bittersweet Artist
Member
Joined
Aug 31, 2017
Posts
20
I've been playing a HeartGold Randomizer lately, and it's been fun. BUT MAN. Visiting that era of Pokemon again was rather irritating for some aspects.

Following Pokemon? W/E. Take it, or leave it. I personally ignore my following Pokemon, but I do talk to them every once in a while. What I DON'T get is people's obsession over the feature being removed. There were plenty of one-off features removed from Pokemon, why does that one get people's panties in a knot? So much so that Ultra Sun & Moon might bringing it back, just to shut people up I guess. *Shrugs*

The Bag? URRRRGH. There's no way to organize it properly! When I do, the items move around in a not-concise way at all, and it's very player hostile for some reason. At least Bag organization improved in S&M, but... there is something about it. I have a certain order in my head about where items go. And I DEFINITELY THINK Repels should always go first. Why not? If I'm having to go through areas again (which happens a few times), then you'd need Repels first. Not to scrooooolll down for them, even if automated Repels and organizing are a thing.

...Speaking of automated Repels! NOT A FEATURE IN HGSS. AAACK. I hate that sooo much.

Phone calls! ...Don't. Get. Me. Started. Glad this never got popular or lifted off, cuz let me tell ya-- I'd be questioning the sanity of Pokemon fans! And it wouldn't be the first time. (I don't like Genwunners, either. I see that someone mentioned them.) I DON'T CARE ABOUT YOUR DAMN MARILL, CHARACTER THAT'S NOT EVEN A RIVAL! GOD! I don't take trainer numbers neither, cuz, ya know... they're complete strangers to me. And I don't want them calling me! It's SO ANNOYING. I didn't even accept the offer when the mom said she would keep your winning money. I can use cheat codes anyway, MOM. ...Urm.

Also, going through it again... I realized that not a whole lot of those maps are well done. The mapping community is amazing these days and S&M proved you can do diverse, convenient, and practical, but man... is this where we took our inspiration from? (Yes, I used to map too.) Mainly. Somewhat. And yet things seem so... inconveniently laid out. The town I'm in right now (Olivine City) I think is a good example. I don't know what it is, but for a small town, it seems... odd. Maybe just because it's a seacoast town...? IDK, it just feels like the buildings impede the Pokemon Center and Item Shop, and then having to weave around said buildings is completely superfluous.

Speaking of the shop, I used to be of the opinion that having the two entities be separate was more unique. BUUUT... I don't necessarily think like that anymore because having them be separate is oddly annoying, now. Especially trying to find them! Okay, they're always nearby, but-- sometimes, they're not. It just sort of breaks the flow of things and the natural progression and I really like now how the Center and Shop have been combined to get rid of this issue. Unless its one of those BIG arbitrary shopping malls like you get in Uranium or HGSS, it doesn't really work.

That's enough of past Gens, though. What about now? Well, I don't like the feeling of Pokemon games being a bit too easy these days. I still remember having a tough time with B&W, so much so that I haven't revisited it still. (Then again, I don't replay games that often anymore. Too busy Binge-watching stuff like Voltron and Boku no Hero Academia.) Also, yeah; the gifting of Pokemon and Items for virtually no effort. I get the Pokemon creators REALLY WANNA SHOW OFF THESE COOL NEW POKEMON, but. Like. Mmmmmmn-- no. It can wait, GameFreak. It can wait. Not much else to complain about in regards to S&M, I guess. ...Except Z-Moves are a bit overpowered. And then they plan on introducing more Z-Moves, so it's just a mess! But other than that, I'm enjoying playing a Pokemon game that's actually RECENT. I don't get to do that often with any series these days... because i'm too poor to afford it
 
Following Pokemon? W/E. Take it, or leave it. I personally ignore my following Pokemon, but I do talk to them every once in a while. What I DON'T get is people's obsession over the feature being removed. There were plenty of one-off features removed from Pokemon, why does that one get people's panties in a knot? So much so that Ultra Sun & Moon might bringing it back, just to shut people up I guess. *Shrugs*
It's a little harder to understand looking at it from the present, but at the time, following Pokemon was the only way to bond with Pokemon outside of a battle context. But nowadays, there's a lot of reasons to not include it-we've got hundreds more Pokemon, 3D models instead of sprites, and affection games to bond with Pokemon to fill that void-so it doesn't feel like a big deal.

It was also a feature that was removed suddenly with very little explanation-while other mechanics like Contests, transfer stations, and Battle Facilities at least had the in-universe justification of being a regional thing (and also usually had a counterpart in another region), following Pokemon just vanished despite Johto having the same Poke Balls as everywhere else. If it had been communicated more clearly that it wasn't permanent, or if Gen 5 had included some new 'affection just for affection' bit, people probably wouldn't have been so upset.
 

Kawaiiski

Starving Bittersweet Artist
Member
Joined
Aug 31, 2017
Posts
20
It's a little harder to understand looking at it from the present, but at the time, following Pokemon was the only way to bond with Pokemon outside of a battle context. But nowadays, there's a lot of reasons to not include it-we've got hundreds more Pokemon, 3D models instead of sprites, and affection games to bond with Pokemon to fill that void-so it doesn't feel like a big deal.

It was also a feature that was removed suddenly with very little explanation-while other mechanics like Contests, transfer stations, and Battle Facilities at least had the in-universe justification of being a regional thing (and also usually had a counterpart in another region), following Pokemon just vanished despite Johto having the same Poke Balls as everywhere else. If it had been communicated more clearly that it wasn't permanent, or if Gen 5 had included some new 'affection just for affection' bit, people probably wouldn't have been so upset.

Well, I know about the first part. Pokemon AIME/Refresh or whatever definitely did not exist, back then. So I know that people loved the interaction.

...Not so much about the second part though, I guess that's surprising. I thought it was pretty standard for GameFreak to remove minor mechanics with little explanation sometimes: I mean, like I said, it was a one-off feature, and they were experimenting a lot with those back then. And personally? I see it as MINOR. It helps with affection, yes... but it's kinda like the Sooth Bell, isn't it? And they certainly can remove items, even held items, without explanation, but the Sooth Bell still exists. Although it's... kind of useless? IDK. I may just sound pretty biased, here.

Either way, I guess I'm glad it seemingly exists, again. ...But then again, most people I see ignore it most of the time. Again, could be bias and all.
 

girlgamer

Rookie
Member
Joined
Mar 24, 2018
Posts
1
My favorite game is Digimon Story Cyber Sleuth: Hackers Memory. And despite the overly long name, its just as good as the previous one.
These are some of the few games ill buy day one, as a sign of support and because im a huge digimon fan/digimon games have been killing it the last few years.
Also try to start Gravity Rush 2 since it finally hit the sales with a hefty cut in price. Should be playing Xenoblade 2 Slotty Vegas Casino but I'm having too much fun with my new surround sound kit, friggin love it (when I finally got it working after almost two days of tinkering with it).
Then going to try to play some Halo:MCC,also later in the day Mortal Kombat XL.
tumblr_ookzgtBmEz1ufw8o4o1_r2_500.gif
 
Hey girlgamer, this is a thread about your least favorite things, not about your fave digimon game! :P




This isn't so much a trend, but I thought of a a fan game specific pet peeve. It's emulating gen 1 too closely. Or maybe it's just not editing the defualt events in essentials enough...but seeing the same setup for getting the player's first starter pokemon so often is a bore! Going to the Professor's house/lab and picking something off a table before your rival picks the other one and then challenges the player to a battle right there? I know it is the Essentials default, but it's also a pretty old method from the very first games that I've seen 100 times.

Even the main series threw out that strict idea and never followed it that closely again:
  • Gen 2: it's about the same setup but the rival gets their own introduction after traveling and backtracking through a couple routes and even a town
  • Gen 3: the player chooses a Pokemon in order to save the professor, then is taken to the lab to get a pokedex, and then get to travel some routes before the rival battle
  • Gen 4: the rival is introduced immediately, and the player runs into the professor and gets a starter mostly by chance
  • Gen 5: the starters are brought to the player, and the professor gets introduced later
  • Gen 6: the starters and rivals come to the player again, and there's a whole forest before meeting the professor
  • Gen 7: Professor comes to the player's house and there's story/character setup before even picking a starter
Personally I'm a fan of any setup that lets the player get into some wild battles before being thrown into a rival battle.
 

aiyinsi

A wild Minun appeared!
Member
Joined
May 17, 2017
Posts
256
just two words: Double Team
(not sure whether it is a feature or not ... but battles against opponents that you cannot kill in 1 or 2 rounds and then use double team plus some sort of heal are annoying as heck)
 

Arma

A Martian Hyena
Member
Joined
Apr 18, 2017
Posts
46
just two words: Double Team
(not sure whether it is a feature or not ... but battles against opponents that you cannot kill in 1 or 2 rounds and then use double team plus some sort of heal are annoying as heck)
Aerial Ace is a TM, you know? ;)

Seriously though, that is a prime example of a bad way to make a game more difficult. And oh boy, I'm really fed up seeing that in games.

There are multiple ways to make your fan game more difficult, the simplest of these is to just increase the levels of enemy Pokemon. Which, most of the times, just leads to more G R I N D, and is therefor really not my cup of tea.

Another thing is Randomness, something really well explained with Leilou's Double Team Example. This results in the game coming down to a mere game of chance, which really dumbs down any strategic gameplay. The Double Team example is also a prime example of providing limited to no counterplay. It's like facing off against brock, while only having access to Rattata and Pidgey. Handing the TM Aerial Ace or Shock Wave to the player at the start of the route where there are Double Teaming Pokemon is a clever way to provide such counterplay.

The last thing that really irks me is Trial and Error, which is kinda similar to randomness, but not exactly. while it's okay to allow the players to get their asses handed to 'em, it shouldn't be because they completely blindsided, it's a bit tough for me to explain, the key thing is to give the player a fair warning before shit is about to hit the fan. Like walking up on Nugget Bridge in FRLG before going to the Pokemon Centre, immediately starting the rival battle without any warning, forcing you to drag your butt through mt Moon again because you didn't save.
 

Marina

Cooltrainer
Member
Joined
Mar 10, 2018
Posts
125
Hates:

HM's of newer and older gens
. In Gen 2 Flash and Rock Smash were HM's and it was really frustrating me younger to play through those games, even if they made Rock Smash and Flash TM's, there are still lot of HM's that could of be TM's. Surf, Waterfall, Dive, (many Water TM moves though), but some of these could be replaced with Riding Pokémon, ride Lapras to surf, press A to use Waterfall on Lapras. (It doesn't have Waterfall in its moveset), press a to interact with deep water to dive...

Use Ride on Pokémon that can learn: Rock Smash or Rock Climbing to climb a mountain or to smash a rock, without the pokémon having those moves in their moveset.

Most hated HM's = Strength, Cut, Fly,

Strength, I hate this because it's useless imo, in fangames you could try to move those boulders without the HM just using Events and Conditional branches and Set Move Route with a second page with a boulder and the switch "Defeated Gym X" where X is the number of the Gym which requires Strength. Same method for Cut.

For Fly you could use Ride on Pokémon feature to fly on your flying type pokémon, and it would be the best if you could control your flying Pokémon to fly wherever you want, like the cutscene of Latias/Latios in OR/AS-

Hate Genwunners and People which makes Gen 2 or Gen 1 fangames with those 8bit graphics.

I dislike the vanilla Essentials FR/LG tileset (Outside/Exterior) because it is too short, because when you see games that spherical Ice did, you may of think "It's a shame that we don't have a complete FR/LG outside tileset" or at least some custom made tileset's based on FR/LG...

On the official games I don't like the fact that you can't run with the cycle pad on XY, just becaus eof that rollerskates. they should of make a switch to turn it off in the key Items!!

Riding on Rhyhorn or Mamoswine the first time it's awesome, but then it is really toooo slow! they should of make it faster! It isn't the same for Gen IV because it was the first time you had snow in a pokemon game, I loved the snow sound. And when you walk on snow or mud this can happen, they took the mud from Gen IV into Gen VI too. I think Gen V had this feature too, it isn't so anyoing as long as they doesn't make a route full of mud, without path's.

The Story, Characters and those traditional rituals of having 8 badges or having a Team XXX which wants to rule the Pokémon World....... -_-
IMO this is the most annoying thing they made throughout their carrier as developers, every time the same history, it get's boring like watching Team Rocket blasting off again and the same feels about all the games until Gen 7- every time there must be an evil team, why they don't change the story! They made it G00d with replacing gym badges with the Kahunas in SuMo, but still those bad teams - I hope if Gen 8 comes they took off all evil teams and they produce something which get all fans into it, why not making it with more choices and make the player decide and talk. Make more interesting characters.

Characters and Story: I didn't like the story of XY and BW, first I liked it in Gen V but I played it so often that I got bored with the story and when I see a fangame with those characters it makes me remind of those days I played black 3-4 times, I didn't like it because Gen IV had almost the same grunts (almost)

Titles I hate: of BW - BW2; and Sun Moon and UltraSun and UltraMoon (those titles are the same as BW and BW2, at least for me)

In XY it took me too long to come to the 2nd Gym.. didn't like to have too many rival/friends.

Trade Evolutions - the worst thing ever (because: in XY wher you can write your status, you can't write "I need Staryu but I don't know what you need?" "I need to trade haunter"
no you can't communicate like this with bypassing people, favorites or friends, it's a shame.


Too many Poke´mon appearances on surfable water and caves = I hate this, like you just can make 3 steps at a time. : unamused:
 
Last edited:

Jewelwriter

Rainbow Mage
Member
Joined
Feb 11, 2019
Posts
37
I'll put mine in a top 3... [Notebook Paper/Cardboard/Toilet Paper] of what things I hate the worst. I'm likely not going to make a friend here.

At Notebook Paper: Ride Pokemon
Reason: Pokemon is about using the crew that you made to get to the journey that is desired. If anything, HMs were able to do that and I feel people hate on HMs because they want to be easy and super quick with their games or don't want it to clutter. I'd say MAKE THE HMs rewarding and keep them with the Pokemon. (It makes me wonder why people can't take the HMs? Especially when we got flipping easier methods of changing Pokemon for Arceus sake.)

At Cardboard: Pokemon Following you.
Reason: We got had Pokemon Amie... and Pokemon Refresh. That is where you can interact with your Pokemon. I'd take that over Pokemon just walking behind you any f-ing day. If a Pokemon is following in the overworld, I just feel like it's just in the way of what is going on at times and that it will distract you from the goal. So if you want to keep a Pokemon out of the ball and have it hang onto your proverbial arm, do it in a [Censored] Camp.

At Toilet Paper: Mythical, Rare, and Legendary Pokemon... THAT can't be used... in any post-game action.
Reason: Think of this kind of moment:
You are the champion. The Powerful collection you got in hand is ready to rip the competition a new one. The Clerk says you can't bring all your mythic, legendaries, and you are stuck with Pokemon that are mostly in-game try-hards. And then you see teams that are like...this. Yea. You are fully F-ed trying to get some goodies to get your team stocked up and work on making the game the best you can make it. I got to wonder why not reward the user of those Pokemon with a chance to at least release the fury of working hard is about. Right?

I'll await the comments.
 

Hexcalliber

Cooltrainer
Member
Joined
Dec 13, 2020
Posts
152
well i havent played any of the official games so i dont think i can comment on that but for fan games. I have a distaste for the over edginess of some games. I understand the creators want their game to be different and tend to go for a more dark and mature tone but there´s a difference between dark and mature and just pure edginess with characters death every 5 second, constant swear words with so much edge i can actually poke my eye out with.
 

Dragonite

Have they found the One Piece yet?
Member
Joined
Mar 24, 2017
Posts
204
It's apparently been four years since I answered this so I guess I'll try to add something with a bit more substance.

+1 for everyone in this thread who said "edginess." Fortunately I think I'm seeing less of that these days, either that or I'm just not paying as much attention as I used to. The shock value of seeing drug references or whatever in a pocket monster game starts to get old real fast once you grow out of being a kid.

Fan games following the Standard Model. I've ranted about this on the Discord many times. Just because the official games do things a certain way doesn't mean you have to. Do something besides 8 gyms + Elite Four. Don't call your antagonist "Team." Don't insert a rival character who's a carbon copy of an existing rival character. Make the protagonist something other than a ten-year-old. If you need some inspiration, play a game that isn't Pokémon once in a while. There are a million ways to mix up the Pokémon formula, most of which I never see done outside of the game jams.

(I do think starters that aren't part of a rock-paper-scissors triad are becoming more and more common. That's pretty cool.)

Difficulty via piling levels onto your opponents. I can't believe people still think games like Sacred Gold and Storm Silver are a good idea.

I still agree with the second two, by the way. I don't really care about the games being easy or not anymore but the way that X and Y control overall probably make them the games that I'm least interested in replaying.
Oh cool, someone else said the easy-fication of video games before I did.

Also, I'm going to go with Rhyhorn/Mamoswine riding in X and Y. They were unnecessary, painfully slow, infuriating and the controls didn't even work the way one'd expect them to half the time. I'm kind of surprised that someone who tested the games didn't go like "hey, does this really make the game any better?"

Honorary mention to the dark cave with almost equally awful controls that, as it happens, immediately succeeded the Rhyhorn section in X and Y. How much did I not care for that part of the game? I can't even be bothered to look up its name.
 

StarWolff

Cooltrainer
Member
Joined
Aug 23, 2021
Posts
238
I recently noticed a annoying one, more in fangames than official ones, but still...
Having to go back to the same routes over and over again, this is more of a how not to do it that a problem, I don't mind at all having to go back to the same city over and over again (like if it is in the center of the map), but do I really need to pass through the same route, with the same Pokémon (each time more underlevel, since they are in the same level as before)? a route can have many paths and it's so nice to explore them when you just got cut/rock smash or something like that to expand your paths, it's not exploring if I have to walk to the same path of grass every time

basicaly plz just do various (or at least more than one) paths on the routes you'll use again
 

BiggusWeeabus

"What's so funny about Biggus Dickus?"
Member
Joined
Sep 1, 2020
Posts
105
Overly complex Connection features

B2W2 and XY were the best one in this aspect, they kept online interaction nice and simple.
But things like the Festival Plaza end up keeping me away from the Online features instead of encouraging me to use them

In Fangames it would be unnecessary episodic games, they usually end up turning out lengthy and confuse if not done right
 

Amras Anárion

Trainer
Member
Joined
Jul 3, 2020
Posts
63
Main Series:

- Trivial difficulty (since Gen 6)
Since Masuda took over the level design of the official games, the difficulty has dropped drastically. The games are balanced so that a 7 year old can complete it. The main culprit is the Exp All (see below), but other factors play a role such as the ability to spam healing items in combat until PP stall the AI.
Special mention to the type chart that we no longer need to know since Gen 7: the effectiveness of the attacks is written in large under each of them.
It is generally necessary to wait for the post-game to find a difficulty finally suitable.

- The Omni-Exp (Exp All for all party)
The modern Exp All applies to the whole team, and which mathematically multiplies the experience gains by a factor of 3.5 with a full party (100% Exp rate for the fighting Pokémon + 50% for each of the 5 others instead of a 100% rate shared between each fighters). +250% experience, it's a huge gap and I constantly find myself in overlevel without forcing.
Still, you could disable Exp All on 3DS games to maintain the old difficulty, but the switch to Nintendo Switch has definitely put the nail in the coffin.

- Poor and Childish Story
Since Gen 5, there haven't been any real mature scenarios that make you think about life concepts. The Delta episode and the (too short) Ultimate Weapon's arc are the last two screenwriting pearls we had the right to see.
To play devil's advocate, it's in line with Nintendo's marketing strategy, which primarily targets a very young audience.

- HM slaves
Today is a thing of the past, but having to sacrifice moves slots or even a team slot just for an HM Slave was more of a handicap than anything else. Add to this that these moves are often weak and could not be forgotten (an abberation knowing that the HM can no longer be thrown out of the bag: it is therefore possible to relearn them at any time.)

- The four moveslot syndrome
I have always railed against the limit of four attacks since the first generation. The Anime has shown that Pokemons can clearly use more than 4 attacks in a single fight. There is a huge potential to be exploited if we can find a way to balance the stamina of the Pokémons with more moves available. This would make the battles more strategic.
Unfortunately, none of the alternatives to Pokémon (Temtem, Nexomon and Coromon to name a few) have broken this syndrome.
I will add in this category the energy partitioning with PP. (The mentioned competitors have all opted for a manapool, which solves this problem)
Fun fact: Junichi Masuda had planned to increase this limit when the game was upgraded to the third generation, but he changed his mind at the last minute, aware of the balancing problems it would cause.

- Harmful Status attacks (debuff moves) that totally ignore type affinity
The one and only exception that takes affinity into account is Thunder Wave (and just for immunity). Everyone else completely ignores the type chart. Sand attack can freely blind a flying target, Stun Powder has the same chance to paralyze a Swampert (double weakness from Grass) as a Crobat (double resistance) ... In short, the type attributed to Status moves is purely decorative.
That's why I liked the powder immunity for the Grass types from Gen 6. This broke Spore's hegemony in Gen 5 and created an "immunity mesh": the same debuff will not have the same chances of success depending on the affinity of the target.

- The Haxx added by Affection (Poke Amie, Poke Camp ...)
The idea itself is great, and I personally loved it. This emphasizes friendship with his creatures and shows that being loved by them has a real impact, just like in the Anime. The problem is with the Game design: it's very clumsily implemented. Statuses can be healed without having had time to take effect for 1 second, or a Pokémon can survive (taking zero damage would be a more accurate term) several times in a row with 1 HP.
By limiting the amplitude of the haxx (for example by letting the statuses take effect for at least one turn or by modulating the probability of surviving according to the remaining health), it would be much better accepted. Ditto if NPCs can take advantage of these bonuses and show that the player is not the only one to benefit from them.

- Stealth Rock
Considered the most powerful of all attacks (at least in 6v6 PvP), Stealth Rock deals massive damage to creatures weak to the Rock-type, automatically disqualifying many species. The problem with Stealth Rock is not taking into account the affinity (it's a good idea), but the amplitude too large of damage.
Spikes is an example of a better balanced Entry Hazard move. Some Pokémons are immune to it (immunity mesh) and percentage of HP removed is never more than a quarter.
Fortunately, the Heavy-Duty Boots nerfed this attack.

- Trade Evolution
Or how to handicap players who have a weak circle of friends, or just can't afford Nintendo Online.
Special mention to the trades that must be made with a held item (which will of course be destroyed).

- Breeding and EV distribution
The reproduction mechanics consist of producing eggs by the hundred until having the correct RNG for the 6 IVs. I have the impression of being in a hatcher of laying hens where all the male chicks are killed.
I would have preferred that the quality be privileged to the quantity (Temtem is much better balanced on this point), and give the player the opportunity to make their adventure Pokémons competitive, even without having any "perfect" genes. Hyper training is a nice feature (too bad you have to wait for level 100) but ability pills are still too expensive (especially the Ability Patch) and that clearly encourages cheating.
In parallel, hiding EVs is very annoying. The Super Training from Gen 6 was the best thing it could be. In Gen 8, the only way to distribute your EVs without making a mistake is to use vitamins (and wings). And for that, you have to start from a zero base. Please, Game Freak, give a way to reset the EVs to zero easily (e.g: Perillous Soup or anti-EV Berries buyable in unlimited quantities).
Our heart Pokémons are the ones who made the adventure with us, not the ones we had mass-reproduced using eugenics methods.

- 20 minutes timer on PvP battle
No comment. Having said that, it makes the joy of Showdown which has recovered all the disappointed players.


Fan Games:

- Aberrant difficulty

Tired of the ease of official games, many makers want to make a difficult game. Except that often, they aim too high and we end up with a very unstable difficulty, sometimes stratospheric (Dark Rising ...)
Afterwards, there is bad difficulty and good difficulty:
The bad difficulty is to put enemies at statospheric levels or with punitive mechanics (e.g. the attack with 100% accuracy that OHKO and erase your Pokémon).
Conversely, the Reborn series with its Field Effects brings its share of novelty. Even if they are part of the most difficult fangames, these new mechanics are very popular and encourage the player to surpass themselves (in particular by using the battlefields to their advantage).

- Spelling and grammar
It follows that fangame is an amateur environment, but please be careful with the writing.

- Bugs
The reason is the same as for the spelling. Developers do this as a hobby and the bugs are much more common than in professional games. But if there is one thing to avoid, it is the crash that causes you to lose all your progress since the last save. This can definitely discourage a player.
As much as a texture or collision bug can leave a smile on your face, a crash can definitely discourage a player, because he lost all of his progress since the last save.

- Uglymons (and poor artistic direction in general)
It is better to be satisfied with the official assets rather than to absolutely seek to make Fakemons without having the artistic level. Seeing poorly drawn creatures is a pity for the eyes. Afterwards, if it's intentionally parodying, it can be a lot of fun.

- A scenario that takes place in an official region in the present (especially Kanto)
The Let's Go series definitely gave me a Kanto overdose.
 
Last edited:

sorryjzargo

Novice
Member
Joined
Jan 17, 2020
Posts
44
I only really have answers for fan games:
I swear all the hecking time irl, but it always feels out of place in Pokemon games. A few "damn" and "hells" are all I can take before it gets annoying.
Fan games that have increased level caps rarely do anything to justify them, and then only end up making you spend more time grinding. Lower your level curve instead of increasing your level caps.
When there's a billion canon characters visiting from different regions, it gets a little annoying. I get it, Cynthia's cool, but why is she in the Dogfart Region, along with Maxie, Professor Oak, Steven, Lorelei, Youngster Joey, N, Lusamine, Emmet, Giovanni, Mars, Tabitha, Cilan, Hop, and Bill? Looker gets a pass, though.
 

West

The Comeback Kid
Member
Joined
Jul 12, 2017
Posts
32
I only really have answers for fan games:
I swear all the hecking time irl, but it always feels out of place in Pokemon games. A few "damn" and "hells" are all I can take before it gets annoying.
Fan games that have increased level caps rarely do anything to justify them, and then only end up making you spend more time grinding. Lower your level curve instead of increasing your level caps.
When there's a billion canon characters visiting from different regions, it gets a little annoying. I get it, Cynthia's cool, but why is she in the Dogfart Region, along with Maxie, Professor Oak, Steven, Lorelei, Youngster Joey, N, Lusamine, Emmet, Giovanni, Mars, Tabitha, Cilan, Hop, and Bill? Looker gets a pass, though.
1656018673184.png
 
Last edited:

HollowGap

How am I still alive
Member
Joined
Aug 8, 2017
Posts
80
When there's a billion canon characters visiting from different regions, it gets a little annoying. I get it, Cynthia's cool, but why is she in the Dogfart Region, along with Maxie, Professor Oak, Steven, Lorelei, Youngster Joey, N, Lusamine, Emmet, Giovanni, Mars, Tabitha, Cilan, Hop, and Bill? Looker gets a pass, though.
How dare you, Dogfart is a great region 😤😤😤
 

Yin

Queen of out-dated memes
Member
Just being slow in general, in fangames plenty of people give you a turbo button (usually the alt button) to speed up the game/battles but definitely not enough. I will play a boring/bad/stupid game all the way through just to experience it/support the developer but the second that kinda(I wouldn't say bad, just needs more development) the game feels slow, and I'm dropping it.

Long story short, everyone should add a turbo button to their game.
 

jmooroof

Rookie
Member
Joined
Jul 9, 2022
Posts
1
When there's a billion canon characters visiting from different regions, it gets a little annoying. I get it, Cynthia's cool, but why is she in the Dogfart Region, along with Maxie, Professor Oak, Steven, Lorelei, Youngster Joey, N, Lusamine, Emmet, Giovanni, Mars, Tabitha, Cilan, Hop, and Bill? Looker gets a pass, though.
Thank you, now I have an idea for a fan game.
 
Back
Top