The game is trying to provide a mix of everything and have done it right. It provides us a unique combat mechanism where player manipulates timeline instead of battle field. The problem is that there are too many factors in damage computation so that it's hard for player to estimate effectively. The in game tool tips are in addition a little bit ineffective explaining it's already complicated mechanisms.
My initial playing experience was like 2-3 stars, but once I have some basic understanding of the mechanism and the collection and grinding elements kick in, it becomes 4-5 stars.
Jumping into it, Star Renegades is strange and a bit disorienting--it's just so different from anything else I've played. But after you stick it for a hot minute, the fun really kicks in!
To reiterate what others have said, the battle system is simply brilliant. The turn-based system has some really great, original functions that tickle the ol' RPG brain of anyone who enjoyed the likes of Chrono Trigger, FF3, or the Legend of Heroes series. The strategy is so deep and balanced, you'll find yourself using almost every ability of every character for various reasons. Frankly, I'm not sure I've EVER been able to say that about an RPG. And you DEFINITELY need to plan and strategize to come out on top (and not have to start the WHOLE story over in a parallel universe)!
Outside the battle system the game has interesting points, but the map and planet systems especially leave a lot to be desired. This game all but completely disposes of the complex epic story you get behind normal JRPGs, yet the punchy character banter is witty, funny, and charming. Equipment is simple (each character can only equip 3 things), but with profound battle implications. Leveling up is also pretty simple and straightforward.
I may clicked 4 stars, but I think 4.5 would be more appropriate--the battle system more than makes up for the clunkier parts. I HIGHLY recommend this game!
This game is the perfect blend of JRPG and actual strategic decisions.
The randomness is in the typical roguelike of what you encounter. The tactics during the battles are 100% on you though. The game is not about random hits and hoping that this dice roll will give you the 10 not the 3 in 3-10 damage. Every move is calculated. Every group is a strategic arrangement of characters.
For pixel graphics, it is fantastic. The animations are weighty, the writing is witty, it just feels great to play.
This strategy game adopts a lot of ideas from other games and blends them into its own thing. Combat plays out similar to Into The Breach where the enemy moves are cast to the player, then the player takes their turn. It's also similar to Darkest Dungeon (DD) where stalling the enemy is often the best move every turn. There are rest periods like DD's camping mechanic, except camping allows characters to give "buff cards" to eachother which heal/buff and increase a friendship stat, allowing combo abilities akin to XCom 2 War of the Chosen's Soldier Bonds mechanic.
There are many different buffs and debuffs, and characters have shields, armor, and health which grants a lot of leeway for the player to take a hit. Unlike DD, chances to get healed up are plentiful, and shields reset after every fight.
This game also has quite a lot for the player to learn. My first three runs of the game led to failure and I was still learning just how to excel in combat. The player retains some items and equipment between games.
Overall this is a fun, interesting strategy game blending Into The Breach, Darkest Dungeon, and XCom 2 into its own unique take on strategy gameplay.
At a brief glance, the game looks okay graphically and mechanically, but I couldn't bear playing it for too long.
The reason is that the dialogues are very badly written. It's almost like reading someone's very first fanfic attempt. Or maybe an around-bottom-tier VN. Or watching a very (unironically) pretentious anime, I guess. I cringed my way through first ~30 minutes and couldn't take it any more.
Oh, and IMHO, from the looks of it, the battle system is more or less a variant of the one from Grandia 2 (or an ealier JRPG, if Grandia also borrows the mechanics from some other one, I guess) - but I haven't played that game for a long time, so I may be wrong. I remember there being a turn order indicator in Grandia, and the ability to delay enemy actions via your characters' attacks. Additionally, you were also able to move the characters across the battlefield itself - I think that could allow them to avoid some enemy attacks etc.