I don't think this is the case with the 3ds era rom hacks since they all are balanced around perma-on exp shares (not to mention trainers having an appropriate amount of mons that give good exp). I have probably played 8-10 different gen 6 and 7 rom hacks (with ending levels around 70-100) and never recall grinding once.My main problem with difficulty in rom hacks and just most fans suggestions is that most of them are just really fucking boring and grindy. They feel more like kaizos than someone trying to design a difficult game. When the only way to progress is just "bruteforce it with higher levels" then theres nothing interessing going on.
At least kaizo roms are transparent that their whole process is making the game frustrating and stupid, bordeline unfun for most, so the audience knows exactly what theyre getting into. Hell, some kaizo roms have better diversity and choice in the pokémon you can get and build for every gym than actual "hard roms"
Edit: something to add is that just increasing the fights levels isnt the only way that a difficulty setting ends up like a grind fest. Doing things like "the second gym leader alreadyy has extremely powerful coverage moves" or anything that is super hard/impossible to counter with the pokémon you can catch means that the only valid option you're giving the player is "get to a higher level and bruteforce it lol"
Anyone who hasn't played one is missing out on some pretty good fun I think:
You get pokemon and move rebalancing around both flavor and bst:
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