Out of the three Zeboyd titles I've played, this was my least favorite. I like it, don't get me wrong, but it's nothing grand.

Positives:
+Great soundtrack.
+It has a great combat system that involves equipping characters with abilities rather than using the standard Fight/Item/Magic commands. Most abilities can only be used once, though some are limitless. You can restore those abilities by having a character use their recharge command. A small number of abilities, though, can only be used once per battle (such as a res ability one character has).
+Cthulhu makes a cameo as a super boss.
+Suikoden-like recruitmen system for secondary characters. These are guys you don't use in battle, but grant you passive bonuses when you have them set to your party.
+A few cool scenarios, including one where you fight a kaiju using a mech.

Negatives
-Boring, one-dimensional characters.
-Many of the party members are unnecessary. Did we really need Clarke or Finn or Orson? I feel like they could have cut the roster in half and it would've made no difference.
-Story segments drag on at times. It's not that they're long, but they often have you completing dull tasks, such as trying to amass enough evidence to prove that you are innocent of murder during one scene.
-Some characters are next to useless in battle, partly because they either have too many buff/debuff abilities or because their offensive tactics aren't up to snuff. I never used Lauren, Clarke or Finn because their abilities were garbage, and they dealt an insignificant amount of damage. Clarke at least had one ability that got noticeably stronger each time you used it, but it didn't justify having him around.
-The game is supposed to be a love letter to 16-bit RPGs, but it leans too heavily on tropes and feels more like a clone than a throwback.

Also, I started The Knights of Pen and Paper. It seems pretty intriguing so far. It offers a lot of options and freedom, plus the premise that you're playing ordinary people engaged in a tabletop RPG is marvelous.