If you're a fan of turn-based RPGs at all, you owe it to yourself to give this game a try.
The most obivous difference between this game and most others is the quite unusual art style. The team making this game is obviously on a budget, and you can see some oddball errors (like inky shadows that are actually 2d planes you can see behind if you jump into the corner) but they decided to use their limited resources to make the most visually striking game they could, regardless.
The same can be said of combat, which is the real meat of the game. The game uses pre-generated character archetypes that you add to your party in a team of your choosing. The array of choices are unfortunately not overwhelming, and you don't get a very clear sense of who can do what until after you get them in your party, but if you save before the choice, and experiment a little, you can figure things out.
Combat revolves around energy (which is used only 1-6 points at a time, and where you recover 1 per turn) and cooldowns on skills, as well as an unusual defense system. Defense drops after physical attacks, and applies to both physical and magic attacks. Since very high defense nullifies direct magic damage, you need to pound a target's armor down to make them vulnerable to magic. Meanwhile, magic skills that debuff resistance to physical damage or can incapacitate a target are available, but only within the limits of energy and cooldowns. It's a game that has unusual depth to how much you have to think to get through even regular battles. (Especially on the brutal "1980s" difficulty.)
Unfortunately, the game also behaves oddly in many circumstances. Ability cooldowns don't take as long as they say they do in the menu, and sometimes last into the next combat you engage in. If you move the mouse while the 2d image of the town is loading, you actually make the perspective on the town move, as it's just a 2d cutout in front of the game's camera. There's an achievement that you can't unlock because it was accidentally made inaccesible.
There's also some balance issues, especially with overpowered skills like sleep, where enemies only wake up from normal attacks, while a skeleton that's using physical skills to kill the opponent never wakes the target. This tends to make status effect and damage-over-time characters extremely powerful, while the characters that rely upon direct magic damage are extremely weak because of the way defense works against them.