Brilliant game! Like Final Fantasy crossed with Katamari Damacy :-)
A few quality of life improvements:
1) Speed up the fights, especially getting to the post-fight picks (or give the option to). The Space phase became a bit of a drag because of the number of trivial fights and how long it took to get through them, bearing in mind I could one shot the enemy.
2) Stackable moves should indicate what level they're currently at when you hover over them
3) Moves like Gravity should show how much damage they're currently expected to do
4) The final phase could perhaps be more puzzley. I beat it eventually, but it was more the compounded luck of my enemies' move picks than a particular strategy on my part. On some level, there's a sense that you should be tackling the enemies there in a particular order and taking particular moves off them, but the encounters are still more defined by luck than judgment. The final enemy, especially, could maybe use a design pass. My strategy involved a highly effective form of the stopping mechanic, but why does the AI opt to 'Go' twice in a row when it's got a winning move available?