Alright, just so you know what you are getting yourself into, I've played way too many fighting games to count, I love combo crazy and challenging beat em ups and hack and slash games such as God Hand, but there's nothing I love more than when a game gives you so much freedom to release the combo cancelling ♥♥♥♥♥ in yourself.
Fairy Bloom Freesia in short is literally like taking: Super Smash Bros or Kirby's simple controls (or Project M turbo mode in general); general things we fighting gamers love in fighting games (cancel combos, parries, etc); Devil May Cry/Bayonetta with its combo craziness of aerial raves, jump cancelling, dodge canceling, air dash cancelling; and then taking God Hand's customization of the moveset and its experimental ways of combos and cancels. Put all these into one, and you get Fairy Bloom Freesia
Similar to God Hand, the story doesn't necessarily take itself to serious as they make jokes to some popular memes and even stereotypes of characters commonly found in games occasionally. There are even some achievements that are callouts to other game franchises such as Devil May Cry like the Aerial Rave achievement. In fact, even most of the design in the game isn't anyhting to crazy in terms of backgrounds and stages because the concentration is all on you having fun and exploiting the gameplay mechanics to your advantage, just the way God Hand did. This game literally wants to have fun with the freedom it gives you to make plenty of dream combos.
The stage design of the game kinda takes a little bit from Smash Bros being a small arena that monsters spawn in with some platforms here and there that you can jump on. While some backgrounds look pretty, you'll notice some repeated objects or just nothing much because the game wants to keep you in the moment of the fight. These stages will be repeated an amount of times, (5 I think), before you fight the boss of the section which can prove challenging if you don't practice up on your just guards, dodges, and cancels (not cancelling out of moves can leave you open sometimes.)
The controls are very simple to grasp and work flawlessly with the game....especially when you cancel them combos. Just don't be afraid to experiment. Moves don't always have to chain into another move, you can chain straight into a dodge if you need to keep yourself from getting attacked.
Rpg elements are included in the game in which you level up getting experience from defeating monster, and also gain mana which can be used to upgrade your normal moveset, gain special moves that can be set to your special attack directions, and passive abilities such as HP boost, berserker (probably super armor), and reducing how much guard crush guage is filled when attacked. Stats also increase with each level up, though, whether the stats gained are random or not, that I cannot confirm.
This is honestly a great game to unwind and relax with especially for fighting game, beat em up, and hack n slash lovers. The freedom of being able to just go wild and make long cancel combos is just a beautiful dream. However, there is one flaw with the game in which the combo meter does not go away after you stop attacking and even if you get hit in the middle of a combo. It lasts about 5 seconds before it actually leaves. This in a way is a flaw but almost seemed necessary to reach the 1000 hit combo achievement for those who can't "dante must die" the game. It also make its possible to get a pretty high score through less effort for veterans of these games, though, sometimes you'll drop said combo trying to reach a far off enemy. This hardly affects the gameplay otherwise.
If this game is on sale...do not hesitate to buy it. heck, even if it wasn't on sale, the demo would have convinced me to buy it full price. But what really sold me, because I'm Captain Sheepy...is that "Tetsuzanko" Is a special ability. (Akira Yuki's back strike....Bayonetta?...Yun from Street Fighter 3?....Kyo Kusanagi? Paul Phoenix?...you know, what people call the shoulder charge?)