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For a tactical rpg, the combat interface//map feels easier to use compared to most other games in the genre.
In exchange, the active gameplay is simple, relying on roguelike elements for improving characters' abilities as well as special stage effects.
As a result, some characters become moot due to the choices of abilities that may become available to them, be it exclusive or general class abilities.
The use of randomized special stages providing buffs and/or items is more reminiscent of the traditional roguelike games, but they are difficult to fully make use of unless you are very detailed in your planning.
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