Found another one of these new TTRPGs 🤣
And it's got a lot of green flags
Levels are separated into tiers, with higher-tier characters getting more actions. Similarly to how nice Slay the Spire energy goes up by chapter. Which hopefully means more amazing combos as you go up.
But attacks require a major action. So you can only ever have one big attack. And only your first attack deals bonus damage for going over the enemy's defense. This first-attack bonus is a psychological mirror to PF2e's multiple-attack penalty.
Each player character has a spirit guage, which is a ramping resource. On the other hand, enemy elites/bosses will have a danger gauge to ramp.
Enemy statblocks are open books once the target is recognized, similar to Lancer. (Lancer scans cannot fail, but initial analysis in this system is a free action. So both are fairly efficient actions.) And enemies have falter (bloodied) effects, similar to 4e. But these effects go two ways. Some effects may make enemies fight harder, while other falter effects open up opportunities for PCs to execute monsters. As the execution effects are unique to each monster, the way your players finish off enemies depends on the encounter as much as their build.
Executed enemies lower the enemy's morale guage and award spirit to a PC. But in a wild twist that I did not expect, GMs can have faltering enemies retreat to save morale for other enemies and deny spirit to PCs. It is both tactical from the GMs standpoint and realistic from the enemy's standpoint.
You can also grant spirit to allies. A very dangerous mechanic, as it could lead to intensified quarterbacking. But it is elegantly offset by the cost of 1 spirit for each transfer.
Similar to 4e recoveries, healing effects are powerful, but a character can only be healed once per day. They get the medicated condition to note this.
Captain/boss enemies also have one-shot safety nets. 😅
Pretty good idea to have these with captain status, rather than as part of a normal statblock. So you can have a captain and non-captain version of the same enemy.
Interestingly, a normal player character here has an HP bar, Resolve bar, Mind/MP bar, Spirit gauge, 2-tier action gauge, and grid position. Which is a lot of overhead. But as I've polled on my tumblr before, not an impossible-to-swallow amount.
The grid/zone system allows shared spaces. There is no indication in the video as to how size and reach work in this game. But it seems ranged characters can reach one at least zone over. And there are attacks of opportunity (oh no).