>>51949959>inb4 FF Tactics cloneAgain man, rather than trying to say this has some special quality that makes it worth playing alongside tactics, you just default to "this game did it first", which does absolutely nothing to convince me this game did it BETTER.
Lemme give you an example, using a game i've played recently, Monster Sanctuary.
It features teams of three monsters fighting together at a time against three others. I like it because it's focused heavily on each monster's raw number of actions being small and simple, but giving them a massive number of passives and synergies that let you have wildly different builds off what seems like such a small base set.
I went with a team that relied on stacking tons of DoTs on the enemy, which meant they'd often lose half or even all their health before they got a chance to fire back. And then I added passives that meant my monsters would get healed or even buffed whenever they inflicted dots, or got moves like Poison Eater that turns poisoned enemies into sacks of health for me to suck on.
There's tons of other builds too - buff builds, Age builds, crit, multihit, frostbite, and all of them from a small but very well-designed set of just over 100 monsters. If you like team building and big synergies popping off, you will love Monster Sanctuary.
It's got a metroidvania-style world which you explore using the explore abilities of various monsters. It's also got a really nice scaling system where each room with monsters scales based on the number of monster rooms you've found before, so one battle per room will always keep you on pace no matter where you go.
Does that sound fun and interesting? Without mentioning other games except a genre, once?
Personal tip, be ready to cast a whole talent tree aside right from the get-go. You usually can get the core of one talent tree's key abilities by thoroughly exploring the other trees, and you only have so many points.