Having spent some time playing Get In The Car, Loser i think it has the same problem that Xenoblade has: inscrutable depth at its shallowest point.
The combat system seems fine, until you try and use it on purpose and then stuff stops being clear.
You've got functionally an Active Time Battle system, but also kinda not, its like a mix between ATB and WoW style MMOs where actions have cooldowns (except sometimes they don't or the cooldowns are put out of sight so you cant keep track of them or know if you're supposed to).
And all of the relevant UI elements are super far apart so you can't keep an eye on cooldowns and enemy health and enemy AI actions while maintaining a reasonable APM.
So I ended up doing what I assumed the system wanted me to do: use up all my actions ASAP, press the button that shifted me to the next set and use those ones ASAP too and then on the third trigger the big slow attack and what for its unskippable animation that doesn't seem to stop cooldown timers from running, but does cover the UI displaying them making it unclear if I can act during that window.
The whole thing ends up feeling like I'm doing it wrong and won't be able to work out what's correct cause the system fights against players making informed decisions. It smacks of play testers getting skillful and not noticing the design makes for a terrible tutorial.
#Get-in-the-car-loser #I-want-it-to-be-good #the-ui-has-such-immaculate-vibes-and-colours #but-its-impossible-to-read-at-a-glance #best-i-can-do-is-memorize-what-order-I've-got-the-actions-in-and-hope-its-a-good-one-for-every-fight