Hello! I love me some plan and simple GBA gameplay, so I decided to give this a whirl with a little free time this afternoon. I’m only through the prologue and Ch. 1 so far, but I hope to maybe pick this back up again maybe tonight or tomorrow.
Overall, I’d say this game played very much like normal mode in the vanilla FE GBAs, so if this is what you’re going for, then you are on the right track. The first couple chapters didn’t offer too much challenge as enemies are pretty weak, and Stanley could have easily beaten both maps on his own if I’d let him. I would call it a pleasant, but not particularly engaging, experience. This might change in the future as I progress, but I wanted to say this from the start as this was my immediate strongest reaction.
The story started off fairly simple, but got more interesting quickly with the invasion. I don’t have too many thoughts right now since the characters themselves haven’t had much time to shine, but Bailey has been a standout so far with his anger at being betrayed. Dialogue in general seems to flow fairly well and is easy to follow, so no complaints there.
Some more detailed feedback:
General
- You may not know this, but vanilla FE8 actually has this very weird quirk until Chapter 8 where your experience gain actually increases as you gain levels, instead of decreasing. I noticed the is still in this hack, and you may want to disable it, as a couple of my units are already very high level after 2 chapters. You can adjust this in FEBuilder/find to offset to adjust it if using buildfiles by looking up the patch “Adjust Mode Coefficient Experience Gain” in FEBuilder.
- While I appreciate vanilla mechanics, I think the hack could use some modern, quality-of-life-type features if you’re so inclined to add them. Things like a growths display, enemies displaying when they won’t move, and making “Talk” a free action are things I’d recommend looking into if you’re so inclined, because I think they tend to make the overall experience smoother. A modular minimug box would also be welcome.
- The eventing in general is pretty nice, so good job with that, but they could use a few more STAL commands to pause before something else happens - things like a unit moving and a convo starting immediately are common, and brief pauses can help add emphasis on what’s going on in the scene.
- The description for Knight lists that they can only use lances, but they also seem to be able to use axes now
Prologue
- Randall starts with only is personal lance, but it feels a little bad to have to use it here when it can’t hit any enemy in this chapter for effective damage. I’d suggest maybe tossing him an iron lance as well to start, and you could maybe compensate by just lowering the gold given the village if you so desire.
- A number of units here (Elaine in particular) have very low luck and immediately face crits rates from enemies, particularly mercs. This wasn’t a serious issue since enemies don’t hit very hard, but I would recommend maybe slightly raising base luck of units (and lowering growths correspondingly) just to help players avoid nasty low % crits that they can’t avoid early.
- The boss was a bit tedious and annoying to take on since Stanley with the Iron Sword was the only unit to have a hit rate over 80. I’d suggest maybe removing the boss’ terrain to help speed things up, since he is not very threatening either way, but the extra avoid makes him more tedious to take on.
Chapter 1
- Same deal with the low luck on Bailey here, I would raise it a little so he’s not randomly ended by a merc for an unlucky player
- The breakable walls is a neat idea, but things just got very clogged with all of the reinforcements filing down a one-tile choke. A lot of enemy phase combat for usually only one unit at a time made it a bit of a slog. I’d recommend maybe widening the hallway to 2 tiles.
- Edmund can get doubled by mercs in this chapter, and they’re the only enemies he has weapon triangle advantage on. This makes him leave a poor first impression.
- Elaine’s Iron Sword was almost broken by the end of this chapter, seeing as it saw heavy use against the many axe enemies here and was typically the best option in both early chapters. Consider adding another early sword here, maybe.
All in all, I did have a good time. If you intend for the hack to be much harder, I can give some additional critique, but for these two chapters at least, the intention seemed to be for them to be pretty easy, so I filtered my feedback towards playability/fun over difficulty. Hope to be back soon after playing more!