Indivisible.
Bwoof.
It's beautiful, but it plays like a slippery Metroidvania (especially with the map being on "hold up" - stop attributing vital mechanics on the damn stick/D-pad!)... not the most engaging but alright, at least it has characters and stuff in the middle of the insanely fast pacing.
But combat is just a non factor. It's boring as fuck.
Enter combat, spam a few basic attacks... maybe a buff/debuff/heal here and there... then more basic attacks. Then
more. And even more. And again. One more for mommy, one more for daddy!
And redo all of that in each and every fight. It just ends up as a battle of endurance, where you can't wait to escape those boring, insanely mashy battles where you just go ham on your controller. No, it does not feel like a fighting game. Or an RPG. It feels like it needs a turbo controller.
It is not fun in the first fight, it becomes significantly worse from there on.
They definitely should have gone for a more turn based feel, with more relevant and slower attacks, rather than just vomiting hits every 0.5 seconds, most of them being fluff or guard breakers that do nothing but waste your time and button presses.
And apparently the balance goes out the windows later on, where you don't even really need to fight, and when you do you end it in seconds.
I'm glad I did not Kickstart this... but it is an interesting experiment. I had no idea that including fighting game mechanics in an RPG makes it a complete bore, maybe even worse than cooldown based MMO tropes.