Honestly I don’t really think I see the hardship of designing good early game double battles. Mons already has weak doubles tech that they can use as inspiration for battles and accustom the player to the battle style. Disarming Voice is a really weak spread move for instance, introduces the concept of spread moves to the player well, that type of thing. They just made Dragon Cheer which is weak dubs tech too. Late game that can be Howl and there’s clear mechanical power scaling happening there. Give the champion Decorate Alcremie lol.not really? people want a full game of doubles, and emerald showed they could make one (1) good doubles gym, but not an entire game.
if you mean in team comp I think thats fair, though they still need to solve the early game doubles gym. you dont want it to feel like an easy chore beatdown, because then its slower singles, but the lower levels of anything means one good pokemon being supported by another can make it more of an headache than its supposed to be. its probably why the double gyms we have are all pretty much the last ones.
i think alola also solved this partially, but its easier to build a boss with a goon to support it than a team
There’s nothing particularly wrong with double battles that are kinda just 2 single battles except you can double target if you want to either. Most of XD’s early game is that and it plays well; you don’t really get support moves until later on on any of the available mons either on your or the opponent’s teams.
Double battles are kind of inherently faster than single battles too. Each individual turn may take longer but that’s because each turn is compressing two turns into one while taking less time than playing out 2 turns in a single battle does. So stomp battles should be taking less time on average not more. Especially if you’re stomping via actual doubles strategy such as Howl or Helping Hand or whatever and netting KOs in one turn that in singles would take 2.