There’s nothing technically “wrong” here, but to my eye these look way oversaturated and ugly. I’d recommend checking in with the feu spritans channel on discord to get more concrete tips on what’s wrong here and how to improve since I’m not an artist by any means and my paletting skills are beyond awful, so my feedback is not going to be very in-depth.
The thing is that the player is not rewarded for playing fast, only punished. Since every unit comes to me, I’m naturally incentivised to stay back and turtle until the enemy numbers have thinned out, and I don’t consider myself someone who plays FE super slowly or anything like that. There’s no side objective on any map that is constrained by time or anything like that, and every factor of the game seems to be asking me to take a slower route by placing my units on a forest or fort and clicking end turn.
The thing is that there’s such little danger because I’m dodging most attacks by sitting on a fort or forest tile, and stuff doesn’t feel risky when the game is constantly encouraging me to sit back. Having no healer and fewer healing items just makes me overrely on the units that don’t take any damage, like Fidem against axes, or Max and Cory being near-invincible due to their high defense stats. Once any other unit takes damage, I’m more likely to just stop using them than to play fast and risky. Also, on sending Max away, again the map doesn’t want me to, because I can just clear out enemies and get to the ballista risk free. All these issues kind of just go back to the point of the pacing not being conducive to fast play and no anti-turtle incentive being present.
I’m a fan of smaller maps too, but limited deployment feels really bad when your units are still in the single digits. This isn’t an actual problem because as far as the maps go you maybe need 3-4 units total, but I do enjoy using units that have been provided to me. I’d also say that even though these maps are small, it feels constrictive because the main unit is Max, who can cover most of the map in a single movement. I think small maps definitely work, but with an 8 mov flier as the jagen, it brings the enjoyment level down significantly. Like I mentioned, I also just think these maps don’t make use of their space fully and could be paced better.
Bad units can be funny, but there’s also a way to do them that’s wholly uninteresting that I think he falls into. I don’t really mind Sal being bad, but you don’t even really get a chance to see him be bad because he doesn’t ever get to engage in combat.
Using mGBA.
Well I didn’t use Max here, I just baited out the javelin with the cav and iron axe’d him since he doesn’t move. I don’t really think it’s an interesting decision since all your 2 range options are pretty busted and the cav would outrange the armor by a lot even if the boss moved.
Not to be too rude but I think that the meat of the hack should not be starting at the 8th chapter I play, because I feel most players lose interest long before that point, but I feel like you know this already.
Also I’m glad to help, I know the feeling of not getting enough eyes on your work where even one test can be helpful.
Oh yeah, MMB is just basically an easy way to see enemy/player stats like attack, defense, AS, etc, while still on the map instead of having to go into the status screen to check. If you’re using febuilder, it provides quite a few options that you can take a look at to decide which suits your preferences.