Seraphic Blue appears to be under heavy influence of 90s mainstream JRPGs (like so many RM games) but not without its own twist. Players follow the linear story told through cutscences with occasional breaks wherein feature dungeon-crawling and combat. Cutscenes are usually long, so much so that some of them can last more than an hour. Sidequests are few and far between in this game. Estimated time from start to completion is 50-55 hours.
The story is long and complex, and touches on dark and serious subjects like nihilism, suicide, and war. The game offers an extensive in-game glossary which updates frequently as the story progresses. In addition to a Glossary, there is a recap function which allows you to recall events from earlier chapters and a destination option which will show the player where to go next or what to do if they come back from a long time away from the game and are lost. Abundant use of kanji is one of the characteristics of Tempura’s writing, which some find to be pretentious and hard to read.
Combat mechanics and menus are custom-designed by Tempura and his team, not relying on RPG Maker 2000’s default systems. Battles, especially boss battles, can be difficult and may require preparation and strategy. The game, none-the-less, is fairly well-balanced with a gradual learning curve and doesn’t feel unfair.
Using an elemental ability or spell changes the field properties, this allows the player or enemy to use higher level magic and abilities. The Elements are divided into 5 categories (Fire/Water, Wind/Earth, Light/Dark, Sky, and Break) The first 3 can be removed by casting the opposing element or using higher level magic or abilities that require it. Sky and Break cannot be removed unless through using abilities that require it or magic and abilities that can use or dispel it.