Though the balance between power and temptation is one of the first things that will really set
Soul Nomad apart, there's also a bit of a twist when it comes to gameplay. All of the standard Strategy RPG elements are here, though
Soul Nomad uses them in a few different ways. The game uses a standard grid-based movement system, though your character layouts are different. While on the field, you see only one unit, however that unit is actually part of a "room," which contains other units. When attacking, the game switches to a 2D side view where you see the entire room. Units then attack in the order they appear in the room.
In other words, think of "rooms" as being parties that attack in a particular order. For instance, say you had a four man party containing a warrior, ninja, robot and pirate, in that order. When the party enters combat, the warrior would attack first, then the ninja, robot and pirate (provided the ninja didn't somehow kill him before his turn). The actions your units take are based on their orders and actions. Healers, for instance, can heal before every attack - so there is a strategy involved when planning a room.