This is fun as a novelty game but overall does not have a lot of depth.
First I want to point out the parts of it that are appealing.
Randomly generated characters make for a large variety of individuals with unique 'personalities' and movesets. Even though the variations are simple, this made for more interesting gameplay.
The selection of player moves available also allows for a variety of gameplay allowing you to mix and match play styles.
The interface is simple and easily understood through simple fiddling with keys; no tutorial is necessary. The memes were also occasionally amusing even if they got old after a while.
However there are a number of things that could use some improvement. I will not necessarily refer to these as cons but they do limit my enjoyment of this game.
I'm going to start with something simple. The game needs a Cancel button. There have been times when I clicked 'Edit Profile' accidentally when I didn't actually want to edit the profile. Another problem is the fact that dates disappear and move on to the next one when you move away from the main screen even if you did not swipe left. This makes it annoying when there is a date available that is the right level and I want to check moves or check the options, and I come back to a candidate that is not as ideal for gaining experience or money. Now on to the other things more involved with gameplay!
The game is missing balance. What I mean is that there are moves that are evidently better than previous moves and have no penalty for being better than the older moves. Obviously these moves will see the most use because they are the most practical. The only thing that could be considered a penalty is their higher price, but even that is a low barrier of entry.
In Pokémon games more powerful moves tend to have less PP or have lower accuracy, and this adds an element of risk to using the moves. Use it too much and you'll run out of it, use it in a crucial point of the battle and you have the fear of missing.
Adding PP would not only be beneficial to discouraging overuse of powerful moves, having a limit to move usage is good in general. This prevents players from being able to spam healing moves infinitely. Admittedly this problem could be gotten around by using buffs. (P.S. While buffs are spammable, I believe the buffs and debuffs actually top out at +6 and -6 respectively but the message box does not display this fact. Do you think you can employ a quick fix that says "x's y cannot go any higher."? Thanks).
Nonetheless adding PP might also lead to more interesting AI. Perhaps you could employ AI that prioritises saving PP for example. At the moment the AI seems to buff when you debuff, debuff when you buff, or else attack when they have something useful enough against you or they have no other options. This might be an oversimplified view of the AI's activity but should be an accurate overview (correct me if I'm wrong). Adding a PP system might allow for more complex strategies.
Talking about more complex strategies, there was a time when an AI attacked my player with 'Hope' when I debuffed them to -2 Def, and the move did a lot of damage. Can you confirm if debuffs affect the damage output of this move? If that is true, that is a neat effect. I do feel like moves could use more secondary or conditional effects. An example I could think of is for 'Interrupt' to have a 10% chance of preventing the opponent from having their next turn.
I understand that this game is a parody type game and is meant to be simple, but when you have achievements like "swiped right/left 1000 times" and "had 1000 successful dates", you need to give players a reason to want to attempt those achievements. At the moment, this game is rather barebones and after you've gone on 10 or so dates you've basically seen the whole game, there is no incentive to keep going beyond that point. The battles are the same, you could keep using the same strategy and win every time. It just becomes a grindfest with no foreseeable reward other than an achievement. Adding extra elements to this game and making it even the slightest bit more complex would really assist in improving its longevity and keeping it fun.
Overall this is an enjoyable game but only in the short-term. I see a lot of potential for a more entertaining game if aspects of it could be better fleshed out. Even if you don't flesh this one out hopefully your future games would also offer good entertainment value. Despite the middling score, do know that I had a blast with this game even though it was only for a short while. I hope you continue developing more entertaining games in the future. Peace out.