Oh man, this game definitely makes an excellent first impression! But as it went on, hmm...
The game overall has an incredibly polished and professionally-crafted feel to it. Presentation is great, music is absolutely dynamite, animations are fun and impactful, and the game was all-around a fun 'Super Mario RPG' combat with a good amount of combat situations and strategy to contend with from the sheer variety in enemies, weapons, upgrades, and so on. I was really impressed at the level of complexity put into enemy attacks: every enemy had a lot of variations to contend with which really kept you on your toes, such as the bats and ghosts which could deal fake-out attacks where the best way to dodge is standing still. Would've loved if the combat also provided timed button presses for player attacks as well to help due with the monotonous nature of it, but it's ok. I had a super good time with the game until I started to get around the half-way point...
Fights are pretty good in the early game where you're just facing a few enemies, but as I went on you can end up facing up to 6 enemies at once, and this turns fights into a huge slog as for every turn you get, you need to wait for all of the enemy turns to slowly play out over and over and over. This slog is further compounded by the debuffs and huge damage that enemies can do with a single attack which, when combined with the fact that moves take health from you (with all the cool moves taking lots of health), means you can be stuck in an tiresome loop where every other turn is spent healing and hoping you don't get hit so you can finally do an attack for heavens sake. Basically it's balanced for you perfectly dodging everything with no room for error, even on normal mode, which is crazy. Just felt overly difficult, slow, and stressful: the low amount of money gained making access to more combat options not possible was another element to making the game feel slow and repetitive.
The map also felt quite pointless: typically a map will display symbols over the nodes depicting what events will happen at them, such as battles, bosses, shops, loot, and so on. This doesn't provide any information, so what point is there to providing branching paths when you can't weigh your choice with any information?
Also there are just some silly design choices, like how you can revive the 2nd player by having the 1st player give him a potion and the 2nd player will still get their turn from this, but if the 2nd player revives the 1st player, the 1st player won't get a turn: where's the equality in that?
I definitely think this is a great game in concept and it has a lot of heart and polish put into it, but it definitely stumbles for me later on with some questionable design decisions. If anything, while I might have fallen off this game, I still have much respect for your craft and will anticipate future games from you!