I played "The Guild Girl of Notani Village," a game made with SRPG Studio.
In this game, the player takes on the role of a guild receptionist, matching the appropriate adventurers to fulfill requests and helping them solve the quests.
While the stage progression is similar to traditional SRPGs, this game features a slightly different gameplay progression and system.
The completion time on "Hard" difficulty was approximately 11 hours.
Game Overview

The main character is Ria, a newcomer dispatched to the Adventurer's Guild.
Ria herself isn't an adventurer; she's more like a receptionist working at the guild.
We will arrange for adventurers to help resolve the various requests that come into the guild.

There are two difficulty levels available: "Easy" and "Hard".
The only difference is whether or not you lose the unit after your teammates are defeated, so I think you can choose whichever you prefer.
Since the enemy's strength doesn't change, I think you can experience the game's balance no matter which option you choose.
Both methods allow you to save at the start of each turn, but the random number generator is reset each time you load a save.
The game generally progresses in the following order:
- Receiving funds upon receiving a request
- Use funds to hire adventurers
・Move on to map strategy
I will explain these points in more detail.
Receiving funds upon request

This map, placed between chapters, will serve a similar purpose to the base screen.
For requests, you can choose which requests to accept from the three bookshelves in the upper left corner.
Unaccepted requests will not disappear, so it's a good idea to postpone requests that seem difficult.
Be careful, as saving after accepting a request may make it impossible to complete the game.
At certain times, maps will appear that force you to deploy your units.
Other things you can do on this map screen include organizing your items and investing in the blacksmith and tavern.
Investing in the blacksmith will lead to an increase in the quality of your adventurers' equipment.
Investing in taverns will increase the variety of adventurers that come to the guild.
Both require a considerable amount of money, but since they directly contribute to strengthening our forces, we want to invest in them proactively.
Use funds to hire adventurers

If you accept the request, you will receive some money as a budget.
We will use that money to hire adventurers.
The cost of hiring adventurers basically depends on each unit's unique coefficient and level.
Generally speaking, weaker units are cheaper to hire, while stronger units are more expensive.
Saving money by cutting down on hiring costs here will allow you to accumulate wealth, but it will also mean that the difficulty of conquering the map will increase.
This is a tricky point to judge, but it could also be interpreted as allowing players to adjust the difficulty of completing the map themselves.

The money paid to adventurers isn't entirely wasted.
If the blacksmith's weapons are of a higher grade, adventurers will each buy their own higher-grade equipment.
In this game, since we cannot directly manage the adventurers' personal belongings, indirect management becomes crucial.
Let's move on to the map walkthrough.

On the map, you progress by controlling your character yourself, just like in a typical SRPG.
Each map has many unique rules and events, so be sure not to miss them.
To be honest, it's often difficult to know what kind of adventurers you'll need without actually seeing the map.
It takes a little extra effort, but I think it's a good idea to scout the map before hiring any adventurers.
Added in January 2022:After accepting a request, it is now possible to check the terrain and gather information on all maps in advance. You can also check the enemy placement, except for reinforcements, but please note that you cannot check the stats of reinforcements or enemy units that appear after the start of the game. (From the update information on "Freem")
Review (no spoilers)
As a game made with SRPG Studio, it had a slightly new direction, so I was able to enjoy it in a fresh way.
The difficulty level is somewhat high, and I felt that a certain level of experience with SRPGs was necessary.
I personally liked the fact that many of my comrades were treated not as part of my own army, but rather as employees, creating a sense of distance between us.
We paid them a fee, and the adventurers used that money to buy their own items, which gave them a sense of independence, and I liked that.
The fact that the level of facilities improves through investment has a simulation-like appeal, which I found enjoyable.
I was troubled by a dilemma: I wanted to hire lots of adventurers to easily complete the game, but I also needed to secure money for investments.
Even if the weapon shop's rank increases, adventurers don't necessarily upgrade their weapons immediately depending on their financial situation, so I liked the frustration of not being able to directly control it.
All the materials are runtime images and nothing new.
However, this also meant that each character had a background story and you could really feel the care that went into creating them.
The fact that the "Twelve Divine Generals" only make a brief appearance gives a sense of the vastness of the world, which I found very interesting.
In this game, since the guild girl Ria is the protagonist, I think it was good that she didn't get too involved in the story of the quests and that her position remained consistent.
A couple of minor points of concern are the occasional typos and the fact that a preliminary map check is necessary.
Regarding map reconnaissance in particular after receiving a request, I felt that it was something that had to be done despite the effort involved, because the benefits of doing so were so significant.
Although hints and advice are given after accepting the request, I think most people still have a strong desire to see the map beforehand.
Overall, it was a work that showed a lot of potential, and I enjoyed it.
If a sequel or other version with an improved system is released in the future, I would definitely like to play it.
Strategy Notes (Contains Spoilers)
This is a record of playing the game with the difficulty level set to "Hard".
To be honest, the fact that you lose the player if you get injured was pretty harsh, so I think I should have chosen the more casual, "gentler" option.
(This article is based on playing version 1.00.)
Versions 1.02 and later include a text file containing unit and map strategy information.
If you're having trouble, please feel free to read that as well.
Chapter 1: Inside the Guild
You will return to this map after clearing each chapter.
In this game, you generally can't touch the adventurer's belongings, so you don't have to spend much time organizing your items.
However, if you use a potion or dwarf stone that unit has on hand, that unit will use their money to replenish their items.
To ensure smooth equipment upgrades, it's best to limit the amount of money spent.
Since upgrading each unit's equipment takes time, it's best to visit the blacksmith as soon as possible.
You can acquire steel equipment for 6000G, silver equipment for 12000G, and mithril (white silver) equipment for 18000G.
Chapter 2: Goblin Extermination
We have plenty of healers, so all you need to do is take on the enemies one by one.
It's best to utilize support effects and fight in a way that allows Contz to gain as much experience as possible.
Chapter 3: Preparing for the Festival
This is a slightly larger map.
Boars move erratically, but if your troops are within their attack range, they will approach and attack.
Try not to fight them all at once. Instead, use Ryudo's hunting bow to whittle them down first, then surround and attack them.
There's no time limit, so you can take your time and proceed at your own pace.
Chapter 4: Skeleton Extermination
Prima is isolated, but she has two potions and is fairly strong, so there's no need to rush to rescue her.
Since piercing weapons like spears and bows are less effective against skeletons, you should hire units that can attack with swords or axes.
Piercing attacks are just as effective against zombies as usual.
Since reinforcements keep spawning, it's a good idea to have a certain number of units ready.
Chapter 5: The Goblin Nest
Since the enemy numbers are very large, we should also prepare a reasonable number of our own.
Basically, you use narrow spaces to avoid being attacked by many enemies at once.
If your weapons are powerful, you're likely to easily defeat enemies one after another, leading to a quick and decisive defeat. So be careful when choosing units to use as tanks.
After defeating the boss goblin, the goblins in the last section try to escape, but Goblin Slayer appears as an ally and blocks their escape route.
Chapter 6: Newcomers Collect
The enemies that appear aren't very strong, so it's a good idea to hire low-level units and focus on leveling them up before deploying them.
However, Boa can be a bit tough, so it might be wise to hire a unit with strong insurance.
However, if you just want to clear the game, all you need to do is collect medicinal herbs, so there's no need to worry about getting stuck.
Chapter 7: Village Festival
This is one of the mandatory missions, a map where everyone works together to protect the villagers.
If the villagers take refuge in the building in the lower right, you can get 500G for each one.
However, if it becomes too difficult to protect them, it may be necessary to abandon them.
Let's have Accord, Jimeha, and the other main units deal with the enemy's main force coming from the left.
As turns pass, ambushes will appear from the forest in the lower left of the map, so you will need allies to deal with them.
On the enemy's fourth turn, six enemies will appear from the forest in the upper right.
On the enemy's sixth turn, reinforcements will appear from the gate on the right.
If you accept the blacksmith's offer of reinforcements at this point, two NPCs will hold off the enemies near the gate.
If you are short on troops, accept the offer of reinforcements.
Chapter 8: The Merchant's Guard
This map feels quite difficult.
You need to hire plenty of high-level units without being stingy with your money.
Initially, enemies will appear from the left, pursuing the person being protected, but they will also appear from the right at some point.
Let's prepare a certain amount of forces in the direction of advance so that we can respond to reinforcements coming from the right.
Ultimately, powerful enemies, including a mysterious knight, will appear from the left.
Working together with the guest unit, Marco and his group, it's best to avoid trying to defeat them directly and instead hold your ground until the person you're protecting escapes.
Chapter 9 Warehouse Security
This is the map where you can hire Cynthia the thief.
It may look easy, but the bandits' attacks are quite fierce, so don't let your guard down.
It's easier to fight if you collect the treasure chests early, and then deliberately let the thief open the door and treasure chests to block the exit.
Be careful of the critical hits from the thief with the assassin dagger who appears towards the end.
Chapter 10: The Basilica of St. Church
At first glance, there seem to be many enemies, but if you use narrow stairs (one square wide) to intercept them, you should be fine.
While spears and bows are not very effective against skeletons, they are effective against flying units, so there's no need to avoid hiring them.
The Living Armor on the other side of the door has high attack power and is a formidable opponent.
Besides Prima, it would be a good idea to hire other units that can use magic, as well as some front-line units with reasonably high agility.
As you approach the magic circle, one high-ranking demon and four low-ranking demons will appear.
This is a formidable enemy that also uses indirect attacks, so try to engage it in a narrow passageway.
The treasure chest contains two 1000G coins, a Hi-Potion, and a Skill Source, while the Living Armor's room contains an HP Source and a Speed Source.
Chapter 11: The War to Annihilate the Opposition
This is one of the mandatory requests.
As you approach the first darkness, a poison spray trap will be activated, and any unit that moves from then until you press the switch will be poisoned.
Since you won't get poisoned if you don't take action, you can prevent yourself from getting poisoned by having only a few strong units go and press the switch.
As we approach the second darkness, we see long-range arches positioned in the distance.
At the same time, another wall opens and enemies begin to approach.
Once the darkness clears, it would be best to move away from the arch and engage the enemy.
Once you defeat the arch, the bosses will start moving, and at the same time, allied forces from Marco's mercenary group will appear.
Be careful if you're aiming for the treasure chest.
The treasure chest contains four 1000G coins, a Hi-Potion, and a Source of HP.
Chapter 12: Lost and Found of a Caravan
If all you're doing is finding the lost item, it's relatively easy to complete.
If you have the time, try to hunt boars as much as possible while fending off the bandits.
Chapter 13: Save the Adventurers!
This map requires you to split into a diversionary team and a rescue team to invade.
The diversionary team will face fewer and weaker enemies, so let's fill our side with weaker members.
Choose your northern rescue team carefully, as they will be battling minotaurs and goblin kings.
Both units should approach the enemy as closely as possible without being detected, and then launch a full-scale attack.
The Minotaur is a formidable opponent, so use magic attacks and Goblin's explosive projectiles to whittle it down, employing every means at your disposal.
Once the Minotaur is defeated, the Goblin King begins preparing to flee.
Let's try to move quickly to prevent them from boarding the ship.
The treasure chest to the right of the prison contains 2000G and a source of magic, while the treasure chest below the switch to the north contains the blessing of defense (increases defense growth rate).
Chapter 14: What Lies Behind the Church
This map requires you to constantly advance and escape, as two powerful robotic armors will be chasing you from behind.
Fortunately, the other enemies aren't very strong.
There are quite a few enemy flying units, so having a few archers will make things easier.

When collecting treasure chests along side paths, there are times when the person collecting them inevitably gets attacked by the robot armor, so be sure to prepare a decoy beforehand.
Using the pillars in the large central room, it seems that even if you are attacked, escaping would be easy.
The treasure chest contains 5000G and is a source of speed.
Chapter 15: The Demon Race's Advance
By waiting on one of the four pedestals, you will be able to use long-range weapons.
To make the most of that equipment, you'll want to deploy at least two archer units and two magic attack units.
Let's not deploy any allies to the central ground forces, but instead strengthen the defenses of the castle walls on both sides.
The right side can be a little understaffed, as Marco's mercenary group will join them midway through.
Since the boss, Thelma, will also be flying in from the left, be sure to deploy plenty of strong units there.
Thelma is a tough opponent, so you should try to defeat her safely by chipping away at her HP with long-range attacks and attacks that won't trigger a counterattack, while also using Goblin's explosive rounds.
On the enemy's fourth turn, their central unit will launch a full-scale attack.
Concentrate your vanguard units on the castle walls towards the center.
However, the central forces will hold out for a while, so I think you can hold out until the 10th turn, which is the clear turn, even without sending your own units.
Chapter 16: Protect the Neighboring Villages
Kushu is strong, so he won't be defeated so easily, but let's send Bonbo ahead to block the area near the forest exit.
When you talk to Kushuu, the controls will switch to the control unit, so it's a good idea to position yourself to take advantage of the terrain and intercept the enemy.
Other members who have free time can efficiently earn money by hunting.
Chapter 17: Desert Survey
This map requires you to progress while making sure you don't run out of water.
Enemy reinforcements will appear once you enter a certain area, so be sure to proceed carefully and avoid going ahead alone.
If you fight Chimera in Toha, you can neutralize it with magic sealing, making the battle very easy.
However, Toha has low movement speed and can become incapacitated at the start of each turn, making her prone to water shortages.
If you bring a healer along, it's possible to force a character to walk while recovering, even without water.
When you approach the temple guardian, skeletons will appear nearby.
Once you make it appear, it's a good idea to retreat to the oasis and fight it there.
Chapter 18: Persuading the Rebels
This map is relatively easy for your own forces because your allies will launch an attack.
However, on the enemy's fifth turn, enemy reinforcements will appear slightly above your starting position, so you won't be able to simply stand by and watch.
These enemy reinforcements aren't very strong, so let's defeat them before advancing.
If you can just defeat these reinforcements, you can clear the stage by leaving everything else to your allies.
There are shooters deployed, but since friendly forces are more likely to be targeted, I don't think you need to be too afraid of entering their attack range first.
Once you advance a certain distance, reinforcements will appear in the rooms on either side of the boss.
If you want to gain experience points, advance your army and defeat the enemies.
The treasure chest contains 1500G x 2 and a source of power.
Chapter 19: The Farm Crisis
This is a mandatory request map and is a high-difficulty map.
While the reinforcements that appear here and there are fine, you need to efficiently destroy the tokens that increase the abilities of the goblins on the map.
If many tokens remain, the goblins' abilities are boosted, making the battle extremely difficult.
Prioritize destroying the tokens above all else and avoid letting them accumulate on the map.
Unless you know where reinforcements will appear and efficiently deploy your troops accordingly, clearing the stage will be difficult.
The following is a list of enemy reinforcements.
On the enemy's third turn, goblins and tokens will appear in the lower left corner of the map.
On the enemy's fourth turn, four Boars will appear in the upper left corner of the map.
On the enemy's sixth turn, goblins and tokens will appear in the upper right corner of the map.
On the enemy's 7th turn, three boars will appear on the cliff to the right of their starting position.
On the enemy's 9th turn, a Goblin King, Minotaur, and tokens will appear in the upper left corner of the map.
On the enemy's 10th turn, four Boars will appear near the left-center of the map.
On the enemy's 12th turn, goblins and tokens will appear in the upper left corner of the map.
On the enemy's 14th turn, goblins and tokens will appear on the cliff in the lower right of the map.
On the enemy's 16th turn, goblins and tokens will appear on the left and right sides of the map, and then all enemies will advance.
Although the Minotaur has high attack power, it is not affected by tokens, so there is no need to fear it too much.
However, the Goblin King is a formidable opponent, so it will be very difficult unless you send your main force to him.
It's a good idea to divide your allies into four main groups: the boss group in the upper left, the group in the lower left, the group in the upper right, and the group in the lower right, and deal with them accordingly.
The unit in the lower right is close to its starting position and won't be much of a problem if you can block the cliff, so Meishin or Toha would be suitable for the job.
The upper right area is primarily a forest, so it would be a good idea to send a few people there, including Kushuu.
The top left is where the enemy boss is located, so we need the most fighting force there. Send your main force there.
The best strategy is to defeat the Goblin Boar in the bottom left and then have it join up with the boss unit in the top left.
Chapter 20 Bandit Suppression
First, lure the archer with the longbow who's positioned on the cliff to the edge of the cliff and take him down with ranged attacks.
If Toha is present, it's possible to attack directly with the Ice Lance, which has a range of 2-3.

After you engage a group of enemies in the forest beyond the first cliff, enemy reinforcements will appear behind you.
Let's have one person cover the rear.
Kushu is very reliable when it comes to fighting in the forest, so it's easiest to let him handle it.
The longbow archers positioned on the cliff below the forest include the boss, Olga, making it difficult to fight them from below.
You can safely defeat them by luring them down, surrounding them, and taking them down.
At that time, be careful, because if you enter the attack range of the enemy on the other side of the river, they will all attack you at once from across the river.
After 20 and 25 turns, shooters will be positioned to the south, making it more difficult to capture the map.
However, advancing too quickly is more dangerous, so I think it's better to proceed slowly and steadily.
The Guardians, including Kougen, positioned to the east of the Shooter, do not move even when you enter their attack range.
It's difficult to break down, but try attacking from a distance with magic attacks to gradually collapse the wall.
Once we've defeated Kougen and his group, let's head to Kushuu to eliminate the Shooters.
It can move quickly even in forests, and its evasion rate is very high.
After defeating the shooter, you'll face off against Galleria's group.
Be careful when engaging this group, as enemy reinforcements will appear from the ruins of the village behind them.
It's important to make good use of the forest's terrain and fight carefully, avoiding overextending yourself.
Chapter 21: The Desert Palace
Since reinforcements will continuously spawn from the magic circles, your first objective will be to destroy the magic circles.
There are two magic circles in the upper center, and many reinforcements will be sent, so send a larger number of units.
For the other magic circles, you need to send at least two units to eliminate the enemies on top of the magic circle, and then you won't have enough units to stand on it and destroy it.
When you defeat Rich's Shadow, it will warp to a random location.
If you don't want to move it unnecessarily, one option is to leave it in place without knocking it over.
When you destroy the gem behind the boss Lich, its damage reduction skill disappears and its parameters decrease.
The treasure chest contains 2000G x 2, a Source of Luck, and HP Blessing.
If you examine the statue in the upper left, you can obtain the Flame Sword.
However, it can only be obtained by certain units that can wield swords.
Chapter 22: The Rebels' Hideouts
This map requires you to divide your allies into five units and deploy them accordingly.
This map is such that you only need to assign one main force member to each unit.
However, be careful of the Cellrim in the upper right, as it attacks with a harp that uses magic to put you to sleep.
If the enemy is kept asleep, there's a possibility that they won't be able to go on the offensive at all, so it's best to deploy at least two main force members.
Defeating each boss opens a door that connects to the central corridor.
Depending on the timing, enemy troops advancing south down the central corridor may pour into the small room, so be careful.
Chapter 23: A Foothold into the Demon Army
You can use General Alba's money to hire all units, so don't hesitate to hire everyone.
Even if you hire everyone, I think this map will still be quite difficult.
Basically, if you can efficiently direct General Alba to Mirkorich in the upper right, you should be able to win without any problems.
However, reinforcements keep appearing in various locations, making it a difficult decision whether to go and defend against them or ignore them.
The Thelma squadron, located just above the starting position, is a reinforcement of flying units, so you'll want to eliminate them if possible.
After a while, skeletons will start appearing from the upper left, and devils will emerge from the cave.
Soldiers will start appearing from the town on the right, and unique characters with names will start appearing from the arena in the upper right.
Given the 20-turn limit, it will be necessary to ignore it to some extent and focus on advancing.
The King who eventually appears in the arena is a formidable opponent, and his high luck allows him to activate his "Survival" skill, making it very difficult to finish him off.
Be careful.
Chapter 24: The Bandits' Headquarters
This map has a tricky enemy placement.
The game ends if Marco's mercenary group is wiped out, so you need to be careful to prevent them from being eliminated.
The passage leading to the right from the starting position will be cut off by an explosion on your turn 2.
Send in a few healers and key players.
To the south of your starting position is a passage where the longbowmen are positioned.
To avoid having enemy armor blocking your path, try to get through the corridor as quickly as possible.
Chapter 25: The Dragon's Nest
On this map, you will not die even if your teammates are defeated.
The map is easy to clear if you're just aiming to complete it, as you only need to lose one ally to win.
If you only hire one person from the start, you'll clear the map as soon as it begins, so use this method if you want to save money.
Chapter 26: Supporters
On the second turn, four hidden units suddenly appear near your starting position.
Be careful.
After that, friendly forces will pour in, but it would be safer for your forces to avoid close combat and intercept them at the entrance.
You can capture enemies and earn money by reducing their HP to 5 or less, but it's not worth going out of your way to do so.
There are many named, formidable enemies, so a tough fight is unavoidable.

After defeating Archis once, it will revive with full HP and increased parameters.
Archis is quite strong after his resurrection.
You can land effective hits by using fixed-damage items such as Goblet's "Slash Scroll" and "Explosive Bullet."
Chapter 27: The Beast Tamer
This map has many things to protect, such as boars and crops.
Since it will be difficult to defend completely, you will need to hire a large number of units and spread them out in various directions to fight.
Pay attention to weapon durability and recovery methods.
The individual enemies aren't particularly strong, so just be careful when dealing with the monsters that Dain has enhanced.
Chapter 28: The Mastermind
The map is quite large, and the difficulty level is high.
The angels in the six magic circles are very troublesome because they use Shalift to inflict confusion.
At the same time, it also has the effect of lowering attack power and increasing defense power, so the threat level is reduced, but it doesn't change the fact that the target becomes unable to act.
He's not that tough of an enemy, so let's wait outside of Shalift's range and advance quickly.
Calculate and position units that can defeat the temple guardian positioned in front of Angel, and leave Eila for later as you won't have time to deal with her.
Once you defeat the six Angels, the path to Torne will open, and at the same time, Master Devil will appear.
Tornado gets stronger with each passing turn, so if you take too long, you won't be able to defeat it.
If Paptern is defeated, it's game over, so let's have him fight Master Devil to keep everyone on the same page.
Tornado constantly weakens your allies with its God Stab, which has a range of 30, so attack it in large numbers.
Chapter 29: The Temple of Trials
Item usage is restricted at the start of each turn, so you cannot use staves or healing items initially.
Special statuses such as being unable to perform physical attacks, magical attacks, or use staves will switch as turns progress.
If physical attacks are disabled, your attack options will be drastically reduced, which will be a major problem, so be sure to prepare several units capable of magic attacks.
Titan has a skill that halves damage taken, and a certain amount of HP is restored each turn.
First, eliminate the surrounding enemy minions, then launch a concentrated attack.
If Toha keeps attacking and seals the Titan's magic, it can be neutralized, so surround it and whittle it down.
Chapter 30 EX Map
This is a bonus challenge map that serves as the culmination of this game.
In addition to its vast map, the game offers a dynamic experience with constantly changing situations.
Although this game doesn't have a very clear storyline, you can feel various dramas unfolding in this stage.
Since there are many allied forces, you will need to make various decisions about which allies to support and which to abandon.
The victory condition is to defeat the enemy commander Schnaak, but getting to that point is a very difficult part of the map.
I haven't cleared it yet.
Unit usage experience
I will write about my impressions of using each unit.
I think the opportunities to shine will vary greatly depending on when you join, so it's a good idea to invest in the bar early.
I've been thinking about the origins of the names of units that have distinctive names, as I suspect they have some kind of history or origin.
Also, please note that there may be some units that have been omitted from the list.
・Cont

This unit can be hired from the very beginning.
They are late bloomers, steadily and consistently becoming stronger.
While it might be a little underpowered against tough bosses, it gave the impression of being a reliable performer.
Since the hiring costs aren't that high, I often end up hiring Osana as well.
・Jimeha

Is the name derived from the fact that it's the first unit you can recruit as a companion?
You might think they're just support units, but they actually grow and become useful until the very end.
The exclusive weapon, "Jimeha's Sword," can be strengthened by leveling up the blacksmith's rank.
While the hiring costs were somewhat high, I feel they were well worth it in terms of their performance.
Osana

I think her name is Osana because she's a childhood friend.
This unit has low hiring costs and is easy to hire from the very beginning.
I often hired them when I needed a healer.
Mauve

Perhaps the name "Mauve" originated from the rather unremarkable "mob character"?
Although it can be hired early in the game, in my playthrough, its abilities didn't improve as much as I expected, making it a difficult unit to use.
With a spear that was slow and heavy, I often struggled because I couldn't pursue my opponents.
His other stats aren't bad, so perhaps if he could have boosted those areas effectively, it would have been fine.
Rusty

His stats are acceptable for an archer.
However, his strength is somewhat lower, which makes him less impressive compared to other archers.
If you can find value in its guaranteed hit and survival skills, then it might be worth using.
・Bombo

The name probably comes from the fact that he's a spoiled rich kid.
While its attack and defense stats are high thanks to its equipment, its low skill and speed make it an unreliable unit.
As a mounted unit, it has high mobility, so it might be useful on maps with a lot of movement.
I like this character.
・ Ryudo

The name likely originates from the word "hunter."
This archer unit possesses high offensive capabilities and can be relied upon even against enemy bosses.
If you can get your hands on a longbow, you'll be strong enough to hold your own against other longbow users.
While their hiring costs are on the higher side, they will undoubtedly deliver performance that justifies the investment.
・Norco

This mounted unit has good growth in combat-related stats and also possesses good movement capabilities.
The relatively low labor costs are also an attractive feature.
He was superior to Rusty in almost every aspect, so there were many opportunities to hire him.
Prima

This unit can perform both magic attacks and healing.
However, because the cost of hiring was high, opportunities to hire became less frequent from the mid-game onward.
This character is characterized by his bold and unconventional behavior, which is uncharacteristic of a clergyman.
Accord

The name probably comes from the word "alcohol."
This unit boasts high HP and attack power.
However, their low speed makes it difficult to pursue opponents, so their offensive capabilities aren't particularly high considering their high hiring cost.
Because of its powerful counter-attacks due to its revenge skill, it's probably best used as a tank.
Its performance makes it prone to being easily defeated, so you need to be careful about that.
Chris

Is the name derived from the word "medicine"?
The status effect caused by the poisonous scent, which has a range of 3, is interesting, but its uses are limited.
While their employment costs may be low, there will likely be few opportunities for them to truly shine.
・Might

This unit can use three different types of weapons.
This character can perform indirect attacks using throwing daggers, and has a high success rate in activating consecutive skills.
Its combat power is average to above average, so it's useful on any map.
The high cost of employment is a major drawback.
Character

Is the name derived from the term "introvert"?
This unit possesses talent and skills, and grows quickly, but it often doesn't appear in guilds, making it difficult to plan its development strategically.
It will appear if you repeatedly load the save data after clearing the chapter, so it might not be much of a problem.
I wasn't able to level her up much, but I think she's a perfectly capable magic attack unit.
Cynthia

I'm not entirely sure about the origin of the name, but it might be a rearrangement or play on the word "assassin."
Because the hiring costs are low, they can be very useful as lock-picking specialists.
If you have healing items, you can also use them as a makeshift healer.
Ababa

I wonder if the name comes from "old hag"? It seems a bit too straightforward and awful...
As a tough healer, this unit can be safely deployed on the front lines.
When Osana alone isn't enough, she can be deployed as a second healer.
With high defensive capabilities and a skill that heals it every turn, it can also be used as a tank.
Goblin

This character is likely modeled after the popular series "Goblin Slayer."
His abilities are average, but he's fairly solid thanks to the bonuses from his equipment.
"Explosive Shots" and "Slashing Scrolls," which inflict fixed damage with 100% accuracy on enemies, are extremely effective against tough opponents.
It will be very useful in the later maps where there are strong bosses.
・Kuruko

It's faster and easier to use than Mauve, but it's a unit I couldn't quite master.
Although employment costs were kept low, the company didn't perform very well.
・Tarsho

The name probably comes from "shota".
Because its level was low for the time it was introduced, it was difficult to raise.
・Toha

Is the name derived from "Heart," the fat enemy character from Fist of the North Star?
Toha is also a gluttonous character, so she may get tired and unable to act at the start of a turn.
With a movement range of only 4, traveling on large maps takes a long time.
However, the "Magic Seal" effect, which activates 100% of the time upon landing an attack, is tremendous, making it unparalleled against enemies that use magic attacks.
The ability to perform attacks with a range of 3 using the Ice Lance is also a major advantage.
While their hiring costs are relatively high and their attack power isn't particularly strong, they are still quite a useful unit.
・Kushū

The name is thought to be derived from the word "revenge."
While their hiring costs are on the higher side, they possess high combat capabilities and are reliable as combat personnel.
Its abilities are especially enhanced in terrains with effects like forests, making it incredibly powerful on suitable maps.
By utilizing their high evasion rate and critical hit rate, they can quickly defeat enemies.
Since its strength isn't particularly high, it's not very effective against enemies with strong defenses.
・Meishin

The name likely originates from the word "superstition."
However, this is not something to dismiss as mere superstition; they are a reliable tank capable of neutralizing attacks with their skills.
While it might be a little lacking as an offensive unit, it can certainly perform well as a tank that wears down opponents with counterattacks.
Matera

When it first appears, its level is low and it's useless.
However, due to their talent and skills, their growth rate is very high and their development speed is also very fast.
I wasn't able to fully develop this unit during my playthrough, but it's definitely a unit that can become an ace.
As you level up, you'll acquire new skills and become even stronger.
・Sarik

Is the name derived from the word "slaughter"?
With its high evasion ability, this unit feels similar to a Swordmaster in terms of gameplay.
If there is a wounded enemy nearby, there is a drawback in that your units will perform a random, automatic action at the start of each turn.
They don't attack allies, but caution is needed on maps where you don't want them to move freely.
・ Revolving credit

I'm not entirely sure about the origin of the name, but it might come from the word "exorbitant profits."
In my playthrough, it appeared quite late, so I wasn't able to use it much.
As a valuable mounted unit and front-line character, I feel like he'll become quite reliable once his equipment is fully upgraded.
·truss

This unit becomes available for hire after completing a certain mandatory quest.
Characterized by high skill and a high number of attacks, it can reliably land hits even against opponents with high evasion rates.
On the other hand, it struggles against opponents with high defensive capabilities because it can't inflict much damage.
Fontaine

It's a valuable flying unit, and I feel like it could be useful in many situations, but in my playthrough, it joined the team late, so I didn't get to use it much.
・ Ranga

In Chapter 24, you can hire him after persuading him with Kontz.
If he had joined earlier, he might have had more opportunities to shine, but he didn't get many chances to play in the second half of the season.
Added in July 2021:
Minwoo
This is the strongest mage that appears when you lose Osana.
Character loss only occurs on the "Hard" difficulty level, so it won't happen on normal difficulty.
They possess overwhelming combat power, and their hiring costs are not particularly high.
You could say they're a helpful character.
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It seems that if you haven't completed Chapter 12 by the time you clear Chapter 15, the quests for Chapter 20 (or whatever it's called) will appear consecutively.
If you don't train your adventurers, you tend to give up on bonuses, but if you do train them, managing the expenses becomes difficult... It's fun though.
Thank you for the information.
It's fun to rack your brain over how to spend your money, isn't it?
I think the fact that it's not straightforward is what makes it a good balance.
I figured it wouldn't be right to just have people report the bugs they found, so I registered and posted about it there. There's no contact information, so I guess posting it there is probably unavoidable and safe!
I'm thinking of playing other games for a while, hoping that it will be fixed and I'll be able to progress (I can't progress even after praying in front of the flames).
Thank you for reporting the bug in the review section of Freeware.
There doesn't seem to be any contact information in the readme file, so I think it's probably okay.
I think it has a more complex internal system compared to typical SRPGs, so it's probably inevitable that there will be some bugs.
I've started my second playthrough. The main reason is that I couldn't wait any longer, but also because losspass and other reviewers have progressed without encountering any bugs, which means that if you proceed straightforwardly, you should be able to complete it.
- Start with the youngest numbers possible.
- Defeat every opponent you can.
I've made it back to Chapter 14. I've successfully defeated the mysterious knight, Yatu, and the robot armor, but I'm worried about bugs, tough enemies, and the time until I can play again.