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It doesn't really have any of that. there are no classes, all equipment you get is more or less just a direct upgrade. You *can* customize a little bit based on the sub-fairies you equip but it never goes beyond maybe equipping one that has a fire spell to a character who you'd like to use it, as an example. Everything is very rigid and set in stone. (Given that most of these characters have established play styles from the original and all)
The general level of difficulty is quite low, and there's no real difficulty spikes or even variance in gameplay, almost every map you're almost mechanically going to be doing the exact same options and strategy to complete the map. The song mechanic is interesting at least, but realistically you're just going to throw up your favorite buff everytime it's available.
Customization is a mixed bag, you have 3 equipment slots, 2 of which are the common ones and the third is an individual buff and aoe buff. Not terrible, but given that stats are attached to all of them (and the buff slot has the offensive stats), you're likely to just pick largest number and ignore the buffs. Then you have several slots for skills. Skills are quite varied and run the gamut from a passive stat boost, normal skills, status resistances,etc. Skills are gotten from the fairies though, and it can take a while to get anything worth using.
Don't hate the game, but as an srpg fan, there's a lot to be desired imo.
Basically, as far as things go, it's an SRPG-Lite. (As in Rogue-Lite.)
Basic genre mechanics are there, thin amount of customization so as to not overwhelm casual players.
I think even the likes of Super Robot Wars is mechanically more complex in its details. And that game series (though I love it with all my heart) is not exactly known for in-depth strategy and customization either.
Mediocre. Very very mediocre. It's not so much strategy as it is "Both sides do chip damage while fighting in a "small area" (the song area that can grow)" until someone dies. Since there are essentially no Phoenix Down revives in this game, any party member dropping is like an immediate loss to you. And any enemy getting downed is an immediate loss for them (since they mostly need to gang up on you)
Each battle can last for a significantly long time and don't give much exp, or more importantly, FP (things you need to learn skills). And each "dedicated build" to push your "chip damage" strategy to nuke em all like gods requires a LOT of grinding, which makes this game a slog. You really NEED to grind a considerable amount for main content, and hell of a lot more for every side content.
Any other features this game has like mining is plain filler, and the 'side missions' are annoying af. (Kill 20 enemies within Resonance Area then complete the map) for one is a friggin pain since you need to have your singer and enemy singer's song to overlap. Then kill twenty enemies inside that area, in a single battle. The kills don't stack between battles and each battle only has like 12 enemy at most (not including the slow reinforcements).
This game having 2 routes also isn't as appealing when NG+ throws you back in the game with EVERY SKILL refunded. Have fun clicking over 200 "Yes I want to learn this skill" for your main party of six.
On the plus side. The songs are great. Well... great as in the duet feels legit.
Honestly, what a weird product, who was it really made for?
Story is alright tbh. Won't win any awards but I've seen worse. Gameplay is trash yea.
IF/CH is about weird products. You go in expecting weird products for niche audiences.
That doesn't make them less annoying by much, but there are a lot fewer that are especially annoying. Also, note, you have to be within the resonance area, not the enemy, so you can actually avalanche the enemies and such (as long as you don't kill the enemy singer (It may or may not count if you do) and in the case of the 20, as long as you don't end the battle before accomplishing the 20).