The love threshold is a little weird, especially late in the game. It'll be tweaked in a few places in the next update. Also the last scene with Cynthia has her basically begging you to come with her to Sinnoh regardless of your love stat. That's because I only wrote one version of that conversation. This can result in a nonsensical situation where the player goes out of their way to get as little love as possible, but still ends up with Cynthia. Future versions of the game will have several different versions of this final conversation, depending on love and/or other factors. Possible options will include staying in Olivine City to work with Jasmine in the gym, going off to that boring desk job in Kanto, or something illegal.
I consider the "ending" of the game to be the climax on day 4, with day 5 being a lengthy epilogue. Under that definition, there are three different endings, although two of those have two possible variations. The endings are (with minimal spoilers):
- You capture the villain all by yourself, which is the "best" ending
- The villain beats you in battle, but one of your allies stops them from escaping, which is the "good" ending
- The villain either escapes or dies, which is the "bad" ending
Both the "best" and "bad" ending are kind of hard to get, with most routes getting the "good" ending. You don't need to evolve your pokemon to get the "good" ending and you don't need to meet with the rangers to get the "good" ending either.
Getting the "best" ending does require you to evolve your pokemon, and get to four clues. One of those clues is available in two different locations, and two of the clues are found in the same location, so really it's more like three clues. One of the places where you can level up your pokemon also gives you one of the clues you need, so leveling up and getting clues aren't mutually exclusive.
There are three places where you can level up in the game, and you need to level up twice to evolve. Meeting the rangers is one of them. The lighthouse is another option, although if you do things in a very specific order, there won't be anyone there to fight and level up. The gym is the other one and it's available any time on day 2 or 3. The next update will add a fourth place, but it's tied to a sidequest. In theory I could have put a whole lot more pokemon battles in the game and make leveling up easier, or make it pretty much inevitable. But I was trying to walk a fine line with the battles and not have them be just filler, like most of the random encounters in a main series pokemon game. I'm not trying to make a proper pokemon RPG, because there's already hundreds of romhacks for that. That's why, for example, the pokemons' levels are not shown to the player, nor do the pokemon have defined atk/def/etc stats. That's also why the game doesn't actually let you pick your pokemon's moves. It might be cool to make this into a proper RPG with all the options that comes with that, but I don't see how that would improve the story, and that's my main focus. I'm sure if I really wanted to, I could program the entire pokemon RPG battle system in Renpy if I wanted to. But it would take forever and it wouldn't be worth it.
As for the lact of interactivity - yeah. I know most of the game puts you on autopilot. It's kind of stupid that I call the main character "You" but then don't give "You" a whole lot of control over yourself. It's a stylistic choice and it's not a good one. Future versions will give the player some more options, but most of the game still comes down to, "Pick and place to go and watch how it plays out." I know it's kind of bad. All I can say in my defense is I've never written a game before. Also I was making this whole thing up as I went, which didn't help.