I read your responses to feedback given for the current release in hopes of providing actually valuable and not redundant feedback, though I apologise if that still ends up happening. Also, I will quickly rehash points that I believe are significant enough.
General
-The story and supports definitely need to be developed more, but I kinda of feel like an ass for criticising this considering how the hack is very clearly in early stages lol. I will say, though, that I had a fun time with the what’s there for the story.
-Units should be able to move after supports! Most modern FE hacks have this ability, which I expected given this is a skillsys hack, and nope-it resulted in a game over because I couldn’t dance. This caused me to stop viewing supports, and in general is just a nasty surprise for the modern FE player.
-The units generally aren’t the most fun to use, and everyone sucks compared to amy anyways.
Prologue
-The opening text is definitely in a weird position, and I’m not sure if you’ve figured this out by the next release, but febuilder has a function called “Display textbox (system message) explanation text” that actually puts text in a text box at the center of the screen. I believe you used one of the conversation text functions instead, which is a mistake I made when I was new to febuilder causing the same issue lol
-The protagonist is actually fantastic at combat in this chapter due to their insane speed, and their survivability and the pretty weak enemies in this chapter. Maybe lower their speed and hp a little bit, unless your intent is for them to be facing combat. In their current state, though, they’re basically a slightly nerfed myrmidon. I didn’t use them for combat after this (a dancing protag isn’t the most interesting from a gameplay perspective since they’re always going to dance and not much else) but given the low enemy speed, these traits probably hold true throughout the rest of the earlygame to some extent.
-Why does the jagen spider have a poison weapon? It does less damage, has far too low of a hit rate to ever be practical, and in general poison doesn’t have much player utility other than degenerate boss kill strats. As for their combat, i think their difficulty doubling is fine, but they could potentially deal more damage to compensate. They also have a pretty low skill for being a jagen. Otherwise, though, they serve their purpose fine.
-Amy is completely and utterly busted. She can double everything she needs to, can use the shadow sword to immediately demolish all fiend units, is a cavalier with far better move than her utility deserves (canto too?), and her defense stat renders her pretty much invincible for the purposes of this hack. Sure, that’s fun and all, but… cmon… at the very least, she should have her growth rates lowered SIGNIFICANTLY. They’re among the best in the game to top it all off… it almost feels like a joke how hard she carries
-The enemies don’t do much other than be annoying. I don’t think the map being large hurts it too much actually, though, as it allows player a reasonable amount of time to visit the houses before getting ganked by the ogre. I found this map to be fun, but it’s way too easy currently, especially given this difficulty is technically the hardest.
-Unless you think it genuinely makes sense for the hack, I wouldn’t give more vulneraries or have them heal more earlygame. Fire Emblem is a STRATEGY game, and giving the player unique challenges in aspects such as limited healing is part of that. Your design choices regarding the game are YOUR choice, and your view of what the difficulty should be is up to YOU, not some random less skilled player. I would largely ignore criticism that boils down to “hard mode was too hard for me.” Isn’t that the entire point? Also, bro killed the ogre that is literally just meant to gank you no questions asked-obviously he’s gonna have less healing. That’s another thing regarding difficulty changes-if your intent is for the player to get fucking s e n t by the ogre, then don’t change that either. It provides a fun and interesting challenge.
Chapter 1
-I like the idea of having a flying theif, but the are irredeemably awful, and can’t even do good chip damage. If they can’t fight in any way, they’re just MORE of a liability because they can’t take any shots from bows either, so they might as well just be a 7 move thief. They can’t even use their flight in the chapter to any significant extent.
-The bottom right is quadrant of the map is very boring, and feature nothing except a single chest. Maybe have enemies spawn from down there around the same time the antiturtle does, in order for it to have a purpose other than sending someone random to get the chest.
-I love when archers have the “do a line of crack before combat” skill. He’s worse at combat than the cav, though, and in general, the best way to give archers utility is to make them have among the best player phase combat. He also suffers from low speed. I like him though. One thing that would also help him a lot would be a shadow weapon
-I actually really liked this map. One thing that does strike as strange about it is the reinforcements-they come every 4 turns until turn 16? I completed the map in 6 turns, and I can’t imagine it taking the average player more than 10 turns, essentially making all reinforcement waves after the first entirely irrelevant. There are many solutions to this, though. You could make the reinforcements come earlier and more frequently, or you could make them actually intimidating. Either way, this had nothing to do with my enjoyment of the map, and is a pretty easy fix.
Chapter 2
-I generally am not the biggest fan of defend maps, so my thoughts do naturally come with a pretense, but this chapter is fucking boring. There is literally a single side objective you need to consider moving at all to obtain, and it’s a useless weapon that serves no purpose other than sel-oh, i guess it isn’t worth shit either.
-This is easily the map that has the most interesting design, which is why it’s such a shame it’s also easily the most boring. If anything, I would change the objective, and redesign the gameplay, but keep the map, because it looks like it could be an interesting rout map, where defending could be a secondary objective. I would increase deployment limit to maximum if you end up doing something like this, as well as remove a lot of the forests as they just slow things down a lot. It could be pretty fun, but as of now, it really isn’t any fun.
-Axe bro has 3 SKILL? WHY? Other than that he could be worse though. His HP is less that desirable, but he’s pretty meh.
-Laurel, his infinite defense, and his solid combat are more than enough reason to bench the pegasus, but low move sucks and I love pegasus knights lol.
Chapter 3 doesn’t look any fun, and looking inside febuilder, chapter 4 isn’t much to look forward to.