I'm pretty sure I am. I don't possess hax skills or anything, but so far this is at least as hard as Eternal Sonata PS3 version, except with suicidal AI.
You can fiddle with the AI settings and I think turn on/off various skills the AI partners use? Also you regain MP by attacking, so your mages ARE going to do that if they run out of MP, which happens more early on. Also if you're early in the game, I think you just have Lloyd and three mages who don't really have any damage output potential. It gets easier once everyone has some more skill options. Like the first dungeon or two are harder for this reason. The game improves a lot in every way once you get started on your journey proper.
999 is a visual novel, it's going to be extremely descriptive and wordy
I'm talking about word economy. Being a visual novel does not give you a free pass to being needlessly verbose any more than being a regular, book-type novel does.
Screenshot I pulled up from GIS.
In the first one, you have a picture of the wristband thing, clearly displaying the, uh, large, circular LCD display. The player can SEE that it looks like a watch (but isn't), and that it's only displaying one number. So why devote text to describing what's already being shown, visually? What's already apparent? Around the same time, you also get he narrator talking about how Junpei wants it off and how he's trying to remove it -- in lieu of dialogue from Junpei showing his own thoughts/emotional response to the watch.
Also, the ordering of the sentences -- talking about the LCD display, the construction of the wristband, and then the display again -- doesn't really flow naturally. You could have a single sentence saying that it was shaped like a watch, but had a face that only displayed a single number. You don't need to drown the description in text.
In the second screenshot... the narrative bit... again I want to say there's nothing necessary there. The top screen? That's fine. Junpei looking at the mirror and saying "What's up with my face..." conveys, in five words, and using the character's own monologue, everything relevant that the second screen took three sentences to convey (using a detached and emotionless narrator).
Breaking down the bottom screen sentence by sentence, though...
1. We already have the key. It's apparent that it was taken and that Junpei has it somewhere on his person now. This doesn't need to be here.
2. Telling instead of showing. No emotional resonance. Not conveying anything about Junpei's character. Passive and talking about intentions instead of actions -- "He started to leave, but..." would have worked better, because there's an actual action there. Intending to do something as minor as walking away from a mirror but then not doing it is a non-action -- it's an event that didn't happen and it's non-happening doesn't matter much, so why even have it in there?
3. 15 word sentence is emotionally detached, edging into purple prose territory, and made redundant by the top screen saying the exact same thing, in fewer words, and with more emotional resonance.