Thank you for giving me so much feedback!! Sorry for the life delays in responding to this comment!
I'm so happy the old retro gameboy vibe came across! The biggest inspiration was actually a Japan only release for yugioh! The idea of capsule monsters in a tactical setting just really inspired me. The fact that it could be accomplished on the original gameboy hardware just blew me away and I had to try to recreate it in rpg maker!
As a fellow lover of depth and character dialogue: Each character has roughly 3 conversations you can have with them each and every time you have the ability to talk to them. I tried to include a lot of hidden details as a reward for exploration. Questions like "how they died", "what kind of person they were", and "what their life was like" is all hidden!
If you want to collect all the mons: The capsule machines are actually configured to not give anything too good too soon. It takes a randomized number and depending on the level, subtracts from that. The logic is the following:
-before 1st round: -30, makes it impossible to get the best 6 monsters (essentially locking out the epics and strongest rares)
-before 2nd round: -15, makes it impossible to get the epics
-before round 3: no limitation! Best chances of getting the rarest mons! (The hinted love interest, Nina, might have a special Capsule Monster for you if you go to talk to her and trade after her ordeal...)
These limitations unfortunately meant lady armor was so common in the pre first round, but it can be taken advantage of to make sure you get certain mons at certain times! Hope this helps!
As for your cons thank you! I'm a bit embarrassed I still missed a few grammar things as I went through the game so many times xD. I do agree I should have made the maps a bit bigger to account for the corner placements!
Thank you so much again for all the feedback! I'm actually thinking about making a larger and more polished commercial release so this kind of feedback is invaluable!