About 10 hours in now. Sora completed Traverse Town and Notre Dame, he's in Prankster's Paradise now. Riku completed Traverse Town and The Grid, and he's back in Traverse Town playing Flick Rush because I love minigames.
After creating a bunch of Dream Eaters and using all the AR Cards, and just getting more Commands and playing with the Deck, combat definitely feels a bit better now. I'm still not a fan of the pace of combat at all, where there's no command charging, so you're not building up to better attacks like in BbS. I feel that really hurts the flow of the game at times.
Getting the Counter Aura in The Grid made playing the stage A LOT more fun with Riku though. Especially when fighting the melee guys. Block + Counter is fun shit. I like the boss designs so far too, where it pays off to rebuild the Deck to exploit the patterns of the boss. Some are easier to fight with melee combo commands, while others are better with just magic while you evade attacks from a distance.
I love the world design in KH3D so far. It's so much better than BbS. It really doesn't feel "empty" to me, since I don't think I really consider KH to be a "RPG" series so much as an action game series these days. The stages in KH3D are designed like an action game, just like BbS. There's exploration around the area for optional chests and Link Portals, but generally, the areas are linear stages with enemies all over to fight as you progress.
What I really dislike though, is the Drop system. It's nonsense especially when you return to a world you have completed just to look for missing chests and stuff. Instead of making that return trip fun, the Drop systems makes it annoying and stressful. You constantly have to worry about the Drop meter like a time limit, and to use Drop Me Nots you have to waste time putting it on a Command Slot, using it, and then going backand replacing it with a real Command because seriously who wants to keep that in the Deck. Lulz.
P.S. Flick Rush rules, losers drool.