Ah, I see with the level naming thing. It's really good that you switch up the mechanics to keep the gameplay fresh, well done! The guidance character seems like a fun idea, I'm picturing them with a funny personality that the player can get a kick out of.
I find it rather difficult to find people. I don't mind reaching out to the community and putting it out there, but I realized a while ago that my games won't get any players if I don't put in the effort to find them. So the method I'm using now that works pretty well, is giving back to awesome devs like you by giving all the feedback I can! That way I get to play some really fun games, while also learning the ins and outs of promotion and player-dev relationships :D
And thanks so much for playing Grass Elemental, glad you enjoyed! There are two different endings based on the move you used in the fight, and some new dialogue upon a second playthrough...