This is a pretty cool and unique combat system, though I think it has some rough patches. The puzzles you have to solve to deal/avoid damage are very deterministic and every enemy attacks you in the exact same way, the only difference seems to be how much health they have.
I generally categorized each attack into four different categories, two you can guarantee 3 damage and the other two you can guarantee 1 damage.
- The enemy is attacking with three in a row, e.g. water/fire/plant. You can counter this by combining the last element in the chain with the two elements before the chain, e.g. plant/light/air because plant is last and light/air are the two before water/fire. This always deals 3 damage.
- The enemy is attacking with an isolated element, skip two, a pair of elements, e.g. water/dark/light where water is isolated, fire/plant are skipped, dark/light are a pair. You can counter this with the isolated and skipped elements, e.g. water/fire/plant. This always deals 3 damage.
- The enemy is attacking with an isolated element, skip one, a pair of elements, e.g. water/plant/dark where water is isolated, fire is skipped, plant/dark are a pair. You can counter this combining the pair with the element before the isolated e.g. air/plant/dark. This always deals 1 damage.
- The enemy is attacking with a disconnected triangle, e.g. water/plant/light or fire/dark/air. You can counter this by combining two of the elements with an element before the other one, e.g. air/plant/light or water/dark/air. This always deals 1 damage.
I didn't manage to escape because once I figured out this pattern I played for another 30 minutes and got bored. I have some other complaints such as encounters can happen multiple moves in a row and in general fights feel too frequent. There isn't enough variety in the visuals of the dungeon so I often got lost, the only landmarks being chests I haven't opened yet.