The linear structure kills any rpg elements this game could’ve used. Mainly because the game forces you down a single path and throws enemies at you almost every time, no branching choices or any meaningful actions you’d expect from a game of this genre. Well, there are certain choices, but they don't amount to anything, it either throws you into a forced encounter or allows you to go on to reach the next area with the eventual next forced encounter. Really just feels more like a bandit beater.
Adding 2 ways to defeat enemies is basically just an illusion of choice, you just figure out which defeats them faster and remember it later down the line. Doesn't add enough difference to the main gameplay.
Although it is true that the combat is going to have a lot more nuance with the 3 outfits you unlock later on with differing uses (at the end of the demo...), it still doesn't fix the problem that this game has nothing for you to do other than battle and grind for better stats
The enemy mechanics to differentiate them are also quite lacking, making almost every repeated encounter a stat check with minimal strategy or logic, there is some, but it doesn't really amount to anything, since a majority of the fights are still stat checks.
The health and will regen options also don't change the gameplay in any meaningful way, essentially just being free heals if the stat check fights go badly.
This is more like a linear battle experience, failing to be a reactive rpg.