Went through a tiny bit of this. Will go through more later, but wanted to drop initial thoughts.
Misc
Please install MMB and the patch that automatically sets text/unit speed to fast.
In general, I really dislike the tutorials here. They feel forced and out of place in a game that is so above vanilla difficulty that it would easily destroy anyone who needs them (the difficulty is not a negative). I’d get rid of all of it as there’s no good reason to have them, even if in the grand scheme of things they’re relatively harmless. I don’t think much would be lost from removing them, either.
Ch0
Going to be mentioning this a lot, but the 4 mov is a problem here. The map just forces you to turtle with almost 0 mobility until everyone but the boss is dead, then bait. Not much to say about the map other than it exists. It doesn’t play badly or anything but it’s not exciting.
Ch1
Fine enough chapter, but the 4 movement again really makes it feel like there is one specific way of clearing it. In general, it slows the maps down and makes me more likely to turtle. I enjoy the soldier unit, though, it’s very nice to have someone halfway competent, even if his movement is bad like everyone else’s.
Generally the 4 movement just makes it very hard to actually engage with enemies like you want to, especially with forests being important as they are. If there’s a forest between you and the enemy, that unit’s out of commission for 2 turns, at least. I really get why these units have 4 mov, but I really really think the game would be better with your player units at 5 movement. Please at least consider it.
I suppose an alternative would just be removing a lot of terrain, but I think it’s used in an interesting way here, it just… takes half your movement to travel a single forest tile. Doing that and/or making enemies 4 mov as well here would probably be a good alternative, though I think this should be a last resort if 4 movement is just so fundamental of a game element that it cannot be changed at all, which I really don’t feel is the case here.
Not a fan of the back reinforcements here since htey’re not telegraphed. I was able to barely deal with them, but it feels very unfair to have this stuff show up in a difficult chapter so close to the player. If you’re struggling and aren’t prepared for something you had no idea would show up, then you’d die.
Ch2
I’m playing on normal, so I don’t have the jagens, so I can only assume this was designed around them, because it’s stupid hard. The map is putting pressure on you from all sides with no warning while you are going suuuuper slooowly because no unit can live more than 2 enemies, meaning you want to bait-and-switch one enemy at a time. The fact that enemies outrange you really lends to this, since it’s extremely difficult for your units to cover the positions they ideally should to be able to handle enemy phases, and so you have to settle with suboptimal positioning and slowing down.
The map ends up boxing you in pretty badly while forcing turtling play. The abundance of forests doesn’t do much to help the map feeling sluggish at all, either.
HUGE fan of the healing being 1-2 range, I’m glad you recognize the importance of that.
In chapter 1, I wasn’t really able to keep up offensively besides the soldier, I felt. Now that my units have grown a bit, definitely feel that fading away, though they’re still more fragile than wet tissue paper with no really reliable tank. The rally strength sword is a huge godsend, love that. The soldier guy takes hits well but he has very low mov and can only be in one place at a time, for me that was going to recruit the cleric and pupil, so he was pretty much useless for most of the map.
I noticed that the boss is displayed as moving when they… don’t move. I looked in the rom and this is “attack when adjacent” AI, but the boss just didn’t move at all. This is really bad on such a hard map, because the player is being given straight up false information.
Also not a fan of the reinforcements that appear behind her that pincer you with the guys behind, it feels really mean when they appear just as I am getting close to the boss.
I often felt I was relying on dodges, which was pretty cheap. Both here and in ch1. Though the solution is NOT to remove dodging, please don’t. The reason it feels vital is because the maps put pressure on you while you have none of the tools available to deal with that pressure, and it doesn’t help that the reinforcements aren’t telegraphed well at all.
Writing
I noticed that this plot is… pretty much a carbon copy of FE2/FE15’s plot. There’s nothing technically wrong with that, but I feel like it’s very boring for that reason. The premise is somewhat unique, with a party of trainee characters being your starting army. We only really have 1 or 2 stories like that in all of vanilla FE + hacks, so it should be a chance to do something new, I feel. Instead the story treads old ground and doesn’t end up feeling very original at all, even if it differs in small ways. The execution feels fine to me, though.
Not a huge fan of “fuck” being thrown around so much by every character, either, it makes the writing feel more juvenile and repetitive. Sticks out since vanilla + most hacks don’t really use that word this often, which is good, I suppose, but it’s very uncanny feeling.
Again, nothing technically wrong with it being there, I’d just tone it down a bit at the very least, personally.
Don’t really have much issue with the writing itself besides these two rather minor nitpicks. Sorry if I came off as harsh here, I don’t really think the writing or story itself is bad, just very obviously derivative of a vanilla game.
I might have been overly negative in my thoughts here but I think this game has good potential and a somewhat unique concept, just hindered by a couple frustrating choices. I felt like these maps were really well designed, honestly, but let down by the 4 movement and few other things. Feel free to ask any clarifying questions.