Already from a first look, Shinessit collects in itself all the typical elements of manga-inspired video games, including the use of cel-shading, very saturated colors, imaginative elements and anthropomorphic characters with caricaturated and peculiar animal characteristics.
Welcome to the Celestial Islands, a world in which you will find yourself initially playing Chado and Poky, a nice duo traveling with their space shuttle and involved in a sudden crash. After a fortune landing, the two will remain divided and surrounded by strange places, soon becoming acquainted with other important characters.
Among them is above all Earth, a Shiness spirit that only Chado seems to be able to see and feel, which will then put the group on guard against a particular dark power, called Dark Shi,
From the first few minutes, the two main features of the game are shown to the player through short guided sections, such as the most classic of tutorials.
The exploration sections provide a 360 degree character control, the ability to jump and interact with certain elements of the scenario to open gates or trigger various mechanisms. The peculiarity lies in the fact that it is possible to use the unique characters in possession of the characters to solve environmental puzzles, with the possibility of having them also combine with each other so that they can go further.
To channel and connect magic streams from magical stones, create stone blocks to activate pressure mechanisms, use telecine or whip to get to other elements, otherwise out of reach, everything will be indispensable to accomplish your adventure. The difficulty of these puzzles is moderately low, but in some moments there is a much higher peak that will hold you even more than you have to get rid of them before you can solve them.
The second feature of Shinessit is the combat system instead. If you expect something in the shifts of old jrpg or real-time action, you will surely be surprised. Once you’ve hired your enemies, you will find yourself fighting 1 against 1 so not much different from what you see in the Naruto Ultimate Ninja series, both for the basic mechanics and for the ability to use objects quickly with the d-pad. However, there is no possibility of multiple fighting, and the characters will alternate, until one of the two teams has been put together.
For melee combat, you can alternate with kicks and punches assigned to their respective keys, while for “super moves” you must first fill the yellow bar, below the hp bar, and quickly complete the key sequence (different depending on the character used) activation with the dorsal key.
You can move within certain limits in the ad hoc arena during combat, as well as you can also watch out for shots and absorb a good amount of damage.
It is not possible, however, to counterattack it to reverse the situation to its advantage in the middle of a combo, but breaking the guard can not be so simple and intuitive. The big defect of body-to-body combat, which will be the predominant part of most of the campaign, is that the very few varieties of combos, often literally identical to each other, present some problems here and there.
Regardless of the character in use, although everyone has their own peculiarities in playstyle, it will happen again that you can not complete a combo because a shot goes too short, and then empty. Here you will see a deadly window where your direct opponent will launch a complete combo from which you can not escape anyway, including a large amount of significant damage, if not a ko.