I can't review the game as I don't own it at this point, but I've been looking into the gameplay to get an impression of how it works. What the store page says about not using menus is correct, in combat it's all contextual with coloured tiles and tool tips. Click on a tile, the unit moves there. Click on the unit, it'll wait. Click on an allied unit, you'll heal/buff it. Click on an in range enemy unit, you'll attack it. Icons below the unit portrait indicate what types of action are available to the character.
There seems to be quite a bit of depth to the combat. Terrain height matters, facing matters (attacks from the back always hit, for example), units combo their attacks together, you get various skills that work in different ways, you can collect summons in addition to your regular party, there's spells, you can buff outside combat with cooking, there's equipment to change around, etc.
Some details to also mention: until you commit at the end, you can freely cancel your actions and move your character back to where they started, which isn't always a given in these types of games. Also, party members level up and get stat points, which you can freely redistribute outside of combat at no cost - you're not committed to a specific build and can adapt your stat distribution to battles as you please.
Reviews indicate that the game starts a little slow to introduce you to all the mechanics, but ramps up as it goes along. It's also a long, meaty game with additional difficulties. Downsides are that there's currently some bugs as you'd expect at launch and that you have to click a lot as you can't use the keyboard to confirm. Also, it is sometimes unclear what a trait does until you use it. These should be fixable issues, but they still exist at this point. If you were hoping for it, it should also be mentioned that this is not an exploration based game with a large overworld and everything.
RyaReisender: For someone who usually find SRPGs too complex, but really loved Shining Force, do you think this game could be something.
Menuless combat actually made me interested in the game.
Again, this is my impression not from playing but from observing what's been shown and said about the game, but from what I can see it might be up your alley. There's mechanics to tweak and get crunchy with if that's your thing, but the way the game controls means that you don't need to do complex menu diving to get your units to act the way you want them to. The way you're not locked into actions the moment you do them or commit to choosing stats also takes away the worry of making the wrong choice - you don't have to worry about misclicking or building your characters the wrong way.