Monark’s way of leveling up is truly unique. Madness is another stat that makes you lose control of the character, and if three turns pass, they’re automatically killed. And while there are items you can use to cure it, that’s still a turn wasted.
I wouldn’t say I liked the one that causes Charm since a Charmed character attacks teammates, which can be a pain to deal with if your DPS dealer gets affected by this. Several hazards can cause status effects found on the battlefield. Sometimes I found that the enemies got too crowded together, and it was impossible to target them, even within range. The only gripe I had with the combat system was how movement worked. The descriptions for each skill are self-explanatory, with comprehensive symbols assisting you with the consequences of each action. There’s also the “Defer” option, which grants the character an extra turn by “passing the baton.” Of course, if you do it too much, you risk the character going mad. Actions such as skills are usable but require a minor HP sacrifice while attacks offer buffs.
You’re put onto a map with limited movement range per turn during combat, but you have a free directional movement inside said range.
Further, plenty of cast members are introduced that offer drips of lore about your current mission. Still, I appreciated this methodical role out as there are a handful of unique systems to understand. The opening comes off as slow-paced, especially during the first chapter, as you’re going through the tutorials and learning basic mechanics.