This question got closed on gaming SE as off topic. I hope it's on topic here.
Many years ago, a friend and I prototyped a simple 2d rpg with what we thought was a unique idea for the combat mechanics. It used wandering monsters and a cutaway battle screen system. We added a bunch of effects like "conditions" that could affect your player - the standard stuff like blind, dazed, weak, etc.
The unique part is that we wanted to make the combat as close to you, the player actually fighting, and not just you commanding a character to do stuff. So we made it so what the character experiences, you experience. The basic combat screen included an outline of the enemy, and one of you. At randomized times, targets would appear on either figure, and begin to shrink. On the enemy, these were "openings" and you had to click them before they disappear, the closer to center, the better the hit. On your figure, you had to click to defend from an attack before the target shrank.
The conditions on your character made this interesting. Like I said, they were intended to affect the player literally. So blindness literally dimmed the screen 90%. If you were dazed, the targets would wobble randomly. If you were weak, your mouse cursor would lag and glide around. Everything translated to an actual impairment in your gameplay, not some arbitrary "your attacks do half damage".
This would have logically extended into a spell system, where you actually have to remember spell words and combine them into creative combinations and type them real time. I know some games have done variants of this kind of spell system.
Looking back, I think this was still a fun idea, but it seems awful from an accessibility standpoint. Players like their games to make them feel powerful, not to acknowledge and emphasize their real life flaws. So have any games attempted something like this and had some success? What came of it? If not does it seem like a reasonable and creative idea to try?