Eh, I didn't really care for it. The general gameplay concepts are decent enough, but they felt like they weren't really executed as well as they could be. The story was ok, but nothing special, and the combat didn't feel anywhere near as fast-paced or responsive as an Ys title. To be honest I had a hell of a lot more fun with Zwei II. What it lacked in mechanical depth, it made up for in snappy responsive combat that felt good to engage in. Nayuta's big gimmick is the season changing mechanic which lets you run remixed versions of levels you've already completed - which opens up new paths to find treasures, story items, etc. If you're going to be backtracking, it's not the worst solution to keep things fresh, but I'd rather not backtrack at all if possible. It's also a bit frustrating since there's times you can see a treasure chest and you'll be searching all over for a path to get to it - only find out later that it's impossible to get until later when you unlock the ability to change that land's season. If you're trying to get a full three stars on everything to fill out your training book - there's a good chance you'll be over-leveled by the end of the game too. I was, anyhow.
Zwei II had a novel sort of leveling system that I felt was really well balanced, but didn't feel right because it breaks decades of conditioning by JRPG games. You don't actually get experience from defeating monsters, you just get money and food. Money is near worthless about mid-way through the game - but food is what you use to heal with and food is what gives you EXP. So when you go into a new area and start to get smacked around a bit - the more healing you need, the faster you level up. If you go into an area that's too high of level, you'll run out of food before you can get the XP to reach a character level that compliments your skill level. If you're really good, you'll need less healing and the bosses will be tougher - but if you're trash, you'll heal a lot and level up more, making bosses easier. The only thing it's missing is a reward system where you can donate food in order to reach a reward of some kind that gives you an incentive to try to play better.
Otherwise, Zwei II is charming as fuck in both story and art design, while Nayuta felt really generic - probably because of it's aping the art style from later Trails games and the gameplay from Ys. It just didn't come together well IMO and makes the game feel like it doesn't really have it's own identity.
The girls were pretty cute though. I like how the shop-keep girls did a little dance for you when you bought something, and I guess filling out the museum was a lot more fun in Nayuta than it was in Zwei II.