For a game with no code, there had been a rather elaborate and complicated combat system. What makes this combat system especially irritating and grating to me is that there is no fluff justifying its existence. The combat system was itself described in an OOC tutorial, so I have no way to understand how this connects at all to the rest of the game.
The game is a turn-based RPG, so you have your standard Combat commands such as Attack, Defend, Flee, Item, etc. They're self-explanatory. However, there's three main indicators you'd notice when you enter a battle.
The first indicator is your Mood Indicator, which indicates your character's current emotional state. There are 6 emotional states: Anger, Hurt, Tense, Nervous, Happy, and Sad. Each emotional state carries bonuses and penalties. For example, Sylus' default mood is Angry. This means that he has higher attack and stamina, but lower defense and speed. Your mood also determines your access to certain "moodskills" (Magic). When you use a "moodskill", you use up 'Emotional Energy' (Magic Points) and if you run out of Magic Points, you can't cast any more "moodskills". You can recover your Emotional Energy by visiting a Psychologist or using a special item (not named in the OOC tutorial).
You also have the ability to randomly change your mood, once per battle. You can also change your mood out of battle by using a special item or seeing a Psychologist.
The second indicator is...well...this flow chart.
Party: Action > TR Soldier: Attack > Party: Action > TR Soldier: Rage (Immune Anger) > Party: Action
It tells you what will happen in the game in the next 5 turns, letting you know what your enemy is going to do and when you're able to do stuff as well.
The third indicator is a Clock. You are expected to input your actions quickly. If you do not, then you will "TIME OUT" and you will lose control of your character. Your character will then randomly choose an action, based on the character's current Mood. If you do input your actions quickly though, you gain more time on the Clock. If you successfully fill your Clock by quickly inputting moves, you can pull off a combo move called "Timesynch" with your partner. A "Timesynch" can be pretty powerful and may possibly lead to attribute boosts for you. (Oh, and you have to do a Quick Time Event when pulling off a Timesynch. Failing this QTE will send you into TIME OUT for two turns.)
Four more things to note.
1) Your enemies can make themselves immune to certain moods and Timesynchs, usually by casting Moodskills that can pull off that effect. If an enemy is immune to your mood, then you get none of the benefits of that mood when attacking that enemy, but still retain
all of its penalties. Changing your mood or having an ally with a different mood attack that enemy would suffice as a workaround against that moodskill.
2) Your enemies may have an innate weakness to certain moods while being able to resist attacks against other moods. For example, the Unknown Team Commander, the first boss of the game, is weak against Tense people, but would easily resist attacks done by Angry or Nervous people. There are a few random enemies in the game that are
completely immune to people of a certain mood, without needing to cast a "moodskill" to that effect.
3) This chart below tells you how the six emotions are "paired" with each other. An enemy who is weak against one emotion in the pair is
usually able to resist the other emotion in that pair, and vice versa.
Anger <---> Hurt
Tense <---> Nervous
Happy <---> Sad
The Unknown Team Commander is a perfect example of this chart in action: he can resist attacks against Nervous people, so he naturally had a weakness to Tense people. This chart is a general rule of thumb though, and there
are exceptions: the Team Commander can resist Anger attacks, but does not have a weakness against Hurt people.
4) To my knowledge, moodskills are
temporary. They last only for a few turns before fading away.
Note 1: According to the story of Zybourne Clock, Sylus is
emotionless. Yet, in this game mechanic, it is assumed he had an emotion: Anger. It is possible to resolve this contradiction by stating that while Sylus may have no emotions of his own, he
copies the emotions of other people (i.e, the people he's fighting against).
Note 2: Alex's default mood is Tense. Her defense is up but because "she cannot articulate her attacks as normal", her attack is down.