My “core game loop” is probably:
Visit Community > Talk to People > Investigate their problems > Solve them > Possibly find more problems
The way the ‘prep’ is structured right now is fairly “quest based”; The PCs arrive at a community, find out what their “tasks” are, and get rewarded for “completing” them. But there’s a hopefully interlocking loop where the PCs have Trust values towards each other that reflect the strength of their bonds, and as those values increase (via helping each other and/or sharing quiet moments) they become more effective at helping each other, hopefully resulting in some literal “Power of Friendship”; There are also XP rewards around revealing new information about yourself, and for having scenes around your character’s “issue” (each not-really-a-playbook comes with one). And, well, the "how to not die’ system focuses on a character’s Resolve, which is restored by talking to other characters and completing Tasks for NPCs moreso than by resting/healing. There are also actual, real wounds, because one of the things that happens in the source material is that someone gets Actually Like Really Hurt in a fight and chooses to keep going anyway (which you can do).
So maybe the “full” core cycle is:
Visit communities > Struggle Together to Solve Problems > Grow in Trust > Solve Problems > Mature.
I’m still working on that last bit – right now, characters XP triggers change over time to reflect them being more mature and responsible, but I think some more work around that aspect of the game is in order. It’s not something I had really realized I wanted when I started.
I agree with your division of Color and Theme; And I agree that a lot of games focus on the “color” so you end up with stuff that models the FF magic system(s) with White/Black/Red mages, crystals, chocobos and stuff, but I don’t think I’ve seen anything yet that tries to drive towards the Theme of Final Fantasy – this is actually why I posted my game, because I feel like I’m making some effort to hit a similar but not identical kind of theme, but I was going for trying to represent more of the “total game experience” rather than just “You spend almost all your time playing what would be cutscenes”. My source material has a certain emphasis on “Getting to know NPCs” and also on “villains whose motivations you can sympathize with” so I felt that talking to NPCs and also, yes, fighting villains is an important part.
I think you should be careful of making an FF game that is TOO focused on “cutscene” type interactions, simply because those aren’t the whole game by themselves. I certainly don’t advocate for long battles or random encounters, but you can’t have Final Fantasy without a confrontation with a Boss that feels like a challenge. I’m still not super sure about Fellowship-style combat, but I may come around to it later.