Now that I think about it, while the combat itself isn't interesting, a lot of things involving the combat itself is really interesting. You have to decide which party members you want (although I found myself always going with Tabasa and Gardenia before switching to Tabasa, Dogma, and Mierelle.) The type-2 weapons allow for some very powerful moves, but most of the time they give a huge debuff. Except for the throwing knife. Tabasa shredded everything with that. There is clearly a lot of focus on combat with the optional boss fights and the dungeons and all, but that doesn't really add so much when the interesting thing about combat is everything outside of the battles. I have been thinking about fighting the Informant, but he seems more like a "Spam Mega Heal-Al" than a superboss. At least he doesn't seem as bad as Memory Girl. I hated that boss.
I also found some of the battle themes to be too short, which gives me immense amounts of pain because Confront, Depths, Theme Battle, and Sky are really good.
EDIT: I found that the informant has 4350 HP and a lot of defense to go along with it. I'm not fighting him.
The combat was tolerable, I guess. Though to be frank, "tolerable, I guess" is as good as traditional turn-based combat has ever gotten in my experience. Maybe I've just been playing bad RPGs, but it always seems like you're either super overpowered without even trying, or you have to grind for 500 hours every other dungeon because the devs decided "difficulty" means having enemies suddenly quintuple in strength. Thankfully, this game was in the former category.
For a while, I found it really hard to care about the story. The whole "it was all a dream" trope is the main premise, for cryin' out loud. The story begins by telling you that nothing in it matters, and it (almost) never does anything to convince you otherwise. I've played my fair share of edgy games with an anime style, and this one feels like it's trying to desensitize you to all the horrible violence and tragedy. The characters are kinda... one-note? Maybe 1.5-note? It's really hard for me to articulate, but like... the game gives a character a little bio when they're introduced. And it felt like those two-sentence long summaries told you virtually everything there is to know about them as people. They each had a couple personality traits established immediately, and everything they said and did afterwards rigidly followed those traits. It does make sense in context, but everyone except the protagonist felt really shallow as a result. That said, I may have missed a lot of cool bits of characterization; there is an insane amount of optional dialogue in this game.
But even still, towards the end I found myself caring a little. Though I had started the game emotionally detached from the story, the "pointless" world and characters grew on me. When the plot got overly bleak, I went from thinking "wow this is edgy" to "wow this is depressing". And by the True Ending, I was finally able to understand why, despite seeming pointless initially, the story did matter. Though the ending itself was a bit of an anticlimax to me, it works. The way I see it, the game indirectly acknowledges that its basic premise is flawed, and sends a powerful message about repentance in the process.
So yeah it's cool. I recommend it if you're into RPG maker games, lots of sidequests to do, and a tone that switches between happy-go-lucky and grimdark at the drop of a hat.