Pretty fun ! It's pretty much exposing the simplicity of Pokemon's strength/weakness system (at least in the first 2 generations) that is hidden through complex words about elements and other types. You actually need a good enough memory of said strengths and weaknesses by the third battle :) And also a good usage of your wizards early on, I personally didn't level up enough one of the three and he was too weak by the third battle. I think reducing damages slightly and making the player skip a turn when switching wizard could be a plus but I'm not sure.
At first I thought the strength/weakness had to do with the complementarity of colors on the color wheel which would be a neat concept for an action game (in a turn-based game like this you would just need to have your color wheel in mind and take all your time).
For the aesthetics it's all pretty fitting to the them and limitations, I just wish the shadows weren't as obviously modern, but it takes either changing shaders or tweaking annoying Unity settings so it's fine for me ;)