close, but no dice.
the concept was a good one, but the execution needs work.
-the items in the shop are too expensive. without any kind of significant income, there's no way you can afford them.
-the health regeneration is too slow to be useful, and the healing items are too expensive to be plentiful.
-the fact that you lose your pet when it dies is annoying and is too much of a problem, due to the your inability to protect your pet. maybe let them stand on the same square so navigation isn't such a pain?
-the game feels like a grind because of the constant, steep level climb. smooth it out a little.
-the lack of weapon/armor drops, along with the absence of treasure-chests is a problem, as it forces the player to use the broken shop system to buy gear upgrades.
-"Hatch Time" is a pain, as it takes that long in Real Life to be of any use, cut down on this or just replace it.
-the hatched monster's level is usually too low to be useful. maybe put an XP boost on the pet untill it reaches the player's level?
-i didn't see any different pet "types" only the same "generic melee" attacks. no range? no healing? no spells for pets? give the pets some variety. make it more tactical, rather than just a dummy-tank system. a pet that heals you or throws spells or ranged attacks would be fantastic to see.
-the fact that pets you get later are more powerful is B.S. it should be that the longer you have it, the more powerful it becomes. that's part of the Pokemon deal, and doing away with it takes away form the whole "part pokemon-game" element.
if you can fix the above problems, you'll have a game i'd be willing to waste hours playing. this one... well, you got two hours at least.
5/10, but it definitely has potential! work on it and try to balance it.