>>717774816
I'd say DSS is actually Circle's least defining feature. You're liable to go through the entire game without getting the vast majority of cards, especially ones that are tied to pseudo-mini-bosses or are missable in the arena. Circle stands out from the other SOTN-clones through Nathan's moveset. He moves a lot more deliberately, as he lacks a backdash and instead has a highly committal tackle, along with his doofus movement (even with dashing, which is that awkward double tap) and lack of any fancy whip moves. It makes the game almost channel a Classicvania feeling
Harmony is also one I'd disagree on: you basically never use subweapons, you use those explosive spells. Subweapons only come out for the boss encounters where you actually can run out of mana. It's also defined a lot by its dogshit castle design, featuring a lot of cheeky doublebacks because you lack upgrades, feeling repetitive with the dual-castle mechanic, a lack of easy markers to remember upgrade-locked paths, and the utter BULLSHIT that is hiding one of the Vlad relics in an unmarked room that you wouldn't expect in a save room (and to a lesser extent, the Summoning Book)
I'd also give credit to Aria for being a lot more directed in its castle exploration, even though it still felt open