Finished it this evening, it was a nice experience! I really enjoyed it.
I wrote some notes while playing & after finishing it. Sorry in advance for the wall of text, but hopefully there’s something useful here.
General notes
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The concept of inflated stats was super cool, and quite unlike any other hack I’ve played.
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I really appreciated it being only 5 chapters long - I tend to rarely finish hacks due to their length, so a hack I could finish in 2 days was pretty nice.
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Even though there was only a minimal plot, it was enjoyable. I liked Six and Reena, and it had some nice moments, like the old man at the end of chapter 2. The dialogue itself, while a bit unpolished at places, also helped give it a unique identity - I think I will forever associate “gods” with this hack now 
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I liked the use of (almost) solely FE3 music for this hack, especially as it had strong FE1 vibes. However, by the final chapter the map theme became a bit annoying - I wonder why you didn’t use Holy War (which was in the sound room) for it?
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While using fixed growths was obviously super important for this hack, as someone who never used it before, I didn’t really understand it at first. It became clearer after the first few level ups, but it felt weird always only getting HP with units on the first level, then an amazing level-up on the second. Also, once some auto-levelled units like the fighters joined, it became even more confusing - would they get an HP only level-up, or an amazing one? I know this is more about the fixed growth patch than this hack, but since every stat point matters here, it would be nice to have an explanation somewhere.
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Speaking of growths, there’s a minor bug where the HP label doesn’t appear next to the HP growth.
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Does this game use 1RN? Because I missed an absurd amount of 80-90 hit rates, including missing both attacks of an 88% hit once. Maybe I was just super unlucky, and I did manage to recover from these misses in most cases, but it was pretty annoying.
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I did like the use of Gaiden-style minimum damage of 1, though - especially considering the HP stats in this game.
Chapter by chapter
Most of my nit-picks are super minor and probably my fault for not paying attention/misreading stuff, but I still thought I’d mention them.
Chapter 1:
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It was quite easy, but served as a nice introduction to the unique mechanics of this hack. I liked it.
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However, I quickly forgot about the 6 turns thing and turtled the entire chapter. This is mostly on me for not paying attention, but perhaps a reminder 1-2 turns before the 6th turn would help?
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This will obviously get fixed in the future, but having 3 different characters using the same placeholder portrait in the intro was super confusing.
Chapter 2:
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It wasn’t super memorable.
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At first, I assumed both paths had a similar difficulty, so I sent equal sized “armies” there. However, it quickly turned out that the bottom part had much more enemies, due to enemies in the bottom charging you while the top had mostly only move to attack AIs. This led me to almost losing units in the bottom path while the top ones just sat around turtling, before diverting almost my entire army to the bottom. It wasn’t a huge problem, just felt a bit weird.
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I thought that the ruins explanation included the small house ruins and tried “visiting” them too, before realizing you only meant the ruined villages. I only wasted one turn on that, but still.
Chapter 3:
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A lot was going on here, especially compared to the first two. It was quite fun.
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The NPCs had terrible AI, even for green units, and especially for recruitable ones - Bryan committed suicide by attacking an enemy with 1 HP, even though Aria was only a few tiles away from him… Reena only survived because an ~80% attack missed her. I also had 2 turns where Aria was 1 tile away from being able to talk to them, but due to Bryan committing suicide and Reena running away from her, I couldn’t recruit them. I only managed to recruit Reena on turn 6…
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The mercenary moves before the boss. This is super minor but prevented me from killing them - I placed Simone to bait the boss, but accidently baited the mercenary instead, who blocked the boss from attacking Simone. I should’ve probably accounted for that, but didn’t think about it until it was too late (it was turn 7).
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Using torches on the fighters to mark that they’re attacking the villages was a cool idea, but I didn’t really understand why you didn’t just use brigands - especially since it was only these two fighters. I forgot about that gimmick by turn 4/5, and almost lost a house because of that.
Chapter 4:
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I really enjoyed this chapter. I always love it when chapters encourage you to split your army, and catching up to the thieves was both non-trivial and doable. The pincer reinforcements were also really good - I lost two units to them (Luke and Eli), but that was entirely my fault for trying a bad manoeuvre and spreading my units too thin. Overall, this was my favourite chapter in the hack.
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This felt like a pretty big difficulty spike compared to the previous levels - as I’ve said, I lost two units here, where I never felt anyone was at a risk of dying in the previous ones (except for the suicidal NPCs, but that was out of my control). But that’s more of “the previous levels could’ve been slightly harder” problem than a “this level was too hard” one.
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This was also the first level where I really felt the deflated stats - nobody in my army except for Simone could survive more than one hit.
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One thing that I noticed in this chapter is that Aria can’t access the supply, which could potentially cause a soft-lock if someone sends the door key to the supply and lets Eli die. I assume most people won’t do that, but still.
Chapter 5:
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I had to restart once in this chapter, so I’ll start by talking separately about my two attempts. In general though, the main problem for me was that I had no way of opening the left door without Eli (who died in the previous chapter).
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First attempt:
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I split my army again, with my three best units (Six, Simone and Saami) on the right alongside Nell, and everyone else on the left. After a few turns, I realized that nobody dropped a door key on the left side, so most of my units (including Aria) were just stuck there.
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Around that time, the bottom reinforcements arrived. At first, I tried killing all of them, but after a few turns realized they were infinite (and way too powerful to actually defeat), and tried retreating to the breakable wall, but it was too late. Slowly and agonizingly, all my units died, before an archer finally killed Aria and freed me from this suffering.
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While this massacre was happening in the left side, my other team defeated everyone on the right side and opened the door to the boss with little resistance. It was a bit absurd.
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Second attempt:
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I just completely ignored the left side, and just sent everyone to the right. This led to most of my units sitting around uselessly for the first half of the map, as there really weren’t that many enemies on the right side.
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Around the time that I reached the hallway before the door, the bottom reinforcements started reaching me, so I baited them one-by-one mostly using Dariel.
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Eventually, I was stuck between the armours and the reinforcements (it was at that time that Milo missed two 88% attacks against an armour…), so I started actually killing some reinforcements with most of my army, while Six, Simone and Milo killed the guards of the boss.
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In the end, I managed to defeat the boss and seize just as the reinforcements were about to overwhelm my army. It was very tight, but also super satisfying to beat the chapter with zero casualties.
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All in all, it was a nice chapter and I enjoyed it in the end, but the lack of a door key on the left side kinda ruined it for me.
Endgame team

She was a pretty underwhelming lord - having just 1 strength, terrible strength growth, and using the weakest weapon type (swords) led to her being borderline useless, especially once Saami joined. She was still usable in the first three chapters, but in the last two, she was almost completely dead weight.

My favourite character in the game, both personality wise and gameplay wise. Too bad they don’t have a portrait…

My other MVP. I don’t think anything in the game ever did more than 3 damage to her, and 90% of the time it was only 1. I’m a weird person that likes using archers and armours even in vanilla, but Simone is definitely one of the best armours I ever used, even compared to other hacks which usually buff them - and giving her more than 1 weapon type (and especially negating her weakness to axes, the only weapon type that could potentially deal damage to her) made her borderline broken, in my opinion. She truly carried the team for me the entire game.

Saami was pretty good, especially once I gave her the Iron Blade. She one-rounded most enemies, and could take a hit. She made Aria look even worse…

I love axe users, and since Reena was my only one, I probably invested too much into her. While she had an annoying tendency to leave enemies on 1-2 HP even with Steel Axe, she was still very useful, and being basically the only character in this game that could deal double digit damage is obviously a big plus.

Dariel was okay, but felt a bit outclassed by the rest. Still, I enjoyed using him.

Milo was obviously super useful as the only playable mage in the game, but was pretty unmemorable.

Elosia was a pretty underwhelming Jagen - her stats were pretty terrible, and her only use was the Silver Lance, which I only used a couple of times. I kept expecting her to be a decent tank like most Jagens, and was disappointed every time. She still managed to survive to the endgame somehow, though.

Kale… existed, I guess.

The 0% defence growth was disappointing - what’s the point of giving exp to healers if I can’t tank with them?
(Not really, although I do enjoy tanking with healers)

Two healers are better than one.
TLDR; I liked the mechanics, Six & Simone MVPs, chapter 5 was really annoying without Eli. Great hack!