-
Like the color scheme so far, is different and fresh(exception is the shade of blue on the EXP bar. It seems a bit out of place with the rest of the color scheme)
-
Tatyana’s joining seems… to come out of nowhere. Like, she even states she has nothing else to do. Will she be developed more later on?
-
Enjoyed the inclusion of custom items so far(e.g. dagger, extra anima tomes.) Spices up the regular FE GBA formula a bit. Also enjoy the anima triangle and added weapon effectiveness, adds some variety
-
I enjoy the Quality of Life things implemented: Updated stat screen, modular mini-mugs, viewable growth rates etc. All super welcome and useful
-
The wing spear item icon is wonky. Screen shot below (it wasn’t in the next chapter, so I’m not sure what’s up with it. Seemed to alternate between looking normal and not by chapter)
-
Minor note, but there seems to be no completion flag set for some of the boss’s battle quotes, so they end up saying them multiple times. Was this intentional?
-
Also, dang, those early chapters are really packed to the brim with loot, both stat boosters and gold!
-
In this convo at the beginning of chapter 5, should Edythe and Raeburn be with close, or was this just a text command mistake? Seemed a bit funky since they’re overlapping. Screenshot below
-
I enjoy the new myrmidon map sprite! It’s nice and is a cool change of pace
-
The lack of availability of 1-2 range weapons(aside from magic) is definitely annoying as a player in the earlygame, but I do like how it forces you to be a bit more strategic an take the initiative on player phase
-
Also, this line from Lavonna to Gerald upon meeting up with him- “I suppose it’s nice to know that you’re alive” LOL I think I legitimately broke out laughing while sitting alone on my computer, which rarely happens.
-
Dancer in Ch. 7? Heck yeah!
-
Also, after recruiting Apriliah in Ch. 7, uh, this happened to the screen… Probably want to check out that event. It disappeared when I selected a unit, but still a bit jarring. Screenshot below
-
The plot of Ch. 7 is hilarious, if unbelievable. Lol at the enemy soldiers fleeing from “ghosts”. But, uh, wasn’t the point of this chapter to retake the fort? But then they abandon it right away? I’m a little confused by this
-
No music plays during the pre-battle dialogue of Ch. 8. It is just silent and is a bit weird. Was this a mistake or a choice?
-The background for this conversation looks like a tile-wack version of the chapter’s map, not sure what was going on
-
Ch. 1 throws you right into everything, which I kind of like from a gameplay standpoint, but I was confused with what was going on in the story, as I felt the exposition wasn’t very clear. I liked, the chapter though, swift gameplay that encouraged me to use all units, which is a plus earlygame in my book.(Small map critique: The row of forest/thicket tiles at the bottom of the map seems to serve not real purpose. Do they need to be there?)
-
Ch. 2’s map functionally works alright, but aesthetically is looks a bit off. The river and forest formations seem too linear and regular to be natural, some breaks/variations in them could change this (making the forest a bit splotchier around the edges?). I see that you are trying to funnel the player a certain way, but there are different ways to do this. As it stands now, the map looks and feels slightly artificial. Additionally, could probably be a tad smaller (there seems to be a good deal of unused, open space near the top). Last note: A second boss that doesn’t move, without 1-2 range makes Gerald be able to attack with impunity. Minor problem, as earlygame bosses generally
aren’t a big deal anyhow, but worth mentioning all the same
-
Ch. 3’s map is also a bit funky, and could use some variation (i. walls or winding hallway) as a large, open square is a bit bland. It plays fine enough, though. I like the stealables as side objectives, which encourages smart positioning and play. Just could use a bit of different tiling/structure to spice it up a bit from “big open courtyard map with many enemies”. Also, super nitpicky, but there’s an elevation error in the bottom right, in the part where the stair way goes down. Also, the enemy AI is a bit odd at the beginning of the map, with many enemies crashing down all at once. It’s seems a bit odd for nearly all of the enemies to charge, forcing you to tank and go slowly, and then for the majority of the rest of the map to be nearly empty, with none of the enemies moving. Overall, a decent map, but could use some tweaks.
-
Ch. 4’s map is a bit better than Ch. 3, with more variation, nooks, and crannies, but could maybe have a small wrinkle or two in it. I like it better though. Also, those gargoyle’s were not joke at this point in the game! Even though I expected reinforcements from the hint at the beginning, that was super surprising and I had to scramble to adjust. I liked the surprise though, and it also intrigued me a lot from a story standpoint.
-
I like Ch. 5’s map a lot, it looks really good! (especially those peaks, those are pretty slick! I always have problems with peaks). ALso, for gameplay, like, dang, I was NOT expecting every single enemy on the map to move turn 1! I get what you’re trying to do with it, and the pressure you’re trying to put on the player, but at least in my first 2 attempts at it, it seemed to be the case that the map just became very RNG based due to the enemy density(granted, part of this is probably because I need to git gud at Fire Emblem.) Also, those effective weapons are no joke and caught me off-guard with the amount of them the first time! Overall, an interesting chapter, and one that I think fits well thematically with an opposing army charging, even if it does lead to some exasperating resets.
-
I like Ch. 6 from a story stand point, especially with things moving along and the plot picking up from “dudes fight bandits in random villages”. But my first thoughts when viewing the Ch.6 map was “WOW look at that enemy density”. There are a TON of enemies in that relatiely small courtyard in the middle. Pretty much the only recourse I found during the first couple turns where enmies advance(and again, this may be partially me needing to git gud) was to Enemy Phase with Priya, as Lavonna is just a bit too frail(and lance-locked, which is a problem with the enemy variety), and well, Friso is an archer lol. It felt like it took the strategy out of it a little bit, as I didn’t feel I had much choice as a player. Additionally, the objective is to escape but I didn’t see a clearly marked “escape” tile of any kind, which was a bit disconcerting to me as a player, as I wasn’t sure which tile to go to and if I needed all characters to escape or just my lord. Overall, not a bad chapter though. It’s tough to execute a chapter like this with only 3 units and not make it a long slog, so I appreciated the brevity of it. Also, there were a few more elevation errors within the fort, with wall height staying the same even across stairwells.
-
Ch.7 quick note: This map has some more elevation errors, but they seem like they could be fairly easily corrected. Additonally this map is really big and has a mot of empty/dead space that could be cut down on, mostly to the right side. Also, I lol’d at the one mage who spawns like 2 tiles from your army. He looks like he wants to blend in with the good guys lol. Other than the empty space though and the elevation, I like the map, the water is nice aesthetically and it’s got a simple but functional path for the player. Like the inclusion of the thief to incentivize quick play. A simple chapter, and a bit of a breather after the high enemy density of the last two, but plays pretty well
-
Ch. 8’s somewhat gimicky map setup of the enemies vs. NPCs, as well as the low deployment count, makes it seem a little bit like a Gaiden chapter, which isn’t a bad thing. I kinda like the change of pace. Map seems pretty decent, except the top again has TONS of open space that functionally serves no purpose, and could be cut down. I like the map though, it’s different and requires some thinking, even if overall I found it fairly easy. The one odd thing I found is the the NPCs don’t attack on their turns, was this intentional? It just seemed a bit odd. Also was confused about the seize the fort objective with Hilbert chilling on the fort.
-
Hilbert joined at the beginning of the prep screen of Ch. 9 with no real introduction of him after you rescue him, it seemed kinda funky to me. The map for Ch. 9 is functionally ok, if a bit odd with the mid-map choke point making a quick clear annoying to do, but could use a bit of strucural variation. As it stands now, it is a large rectange split in half, which seems a bit bland. It is also easy to chokepoint the coming enemies, leaving the rest of the map wide open and quite boring. Map could use a little more interesting structure to encourage more strategy.
-
Ch. 10 has a weird layout: Extremely high enemy density, and then gobs of open space. Seems odd at first until the reinforcements begin spawning. However, the most powerful enemies don’t move, so that makes the map much easier. I like the idea, but again, the execution could be a bit more streamlined, with less open space and more things to do the first couple of turns. It seems… unfinished to me, like it could have more features and less empty space. Also, the boss was a real problem for me. Couldn’t hit him at all. The NPCs ended up getting the kill