I played "Air Knows Mesiage," an SRPG created with SRPG Studio.
I started playing it after finding it on "Freem!".
This is an SRPG with a strong fantasy storyline, set in a world inhabited by spirits.
There are a total of 19 stages, and the completion time was approximately 12 hours on Classic mode.
Game Overview (No Spoilers)

The protagonist is Lucia, a wind spirit who lives in the deep-sea continent of Ameisia, a world beneath the ocean.
The story unfolds as the protagonist encounters Isla, the spirit of the Savior Tree said to bring abundant blessings, and is guided by a series of extraordinary events.

The system is a standard simulation RPG, and there are three difficulty levels available.
You can choose from three difficulty levels: Casual with no character loss, Classic with character loss (you can obtain a fair number of items to revive your characters), and Demon, which gives half the experience points and has no way to revive lost characters.
Since the enemy's strength doesn't change, those who want to play casually should choose casual mode, while those who want a more intense experience should choose classic mode.

With the exception of a few maps, almost all units will be deployed in every battle.
Therefore, there is not much need to be selective about which units to raise.
Class changes can be performed by using an item on a unit that is level 10 or higher.
To increase your chances of leveling up, it's a good idea to reach level 20 in a lower-level class before changing classes.
Review (no spoilers)
It gave me the impression of being a story-driven, fantastical SRPG.
This is a classic story where four spirit races, facing a global crisis, initially clash but eventually join forces.
The amount of text is quite large, and I think it will take a fair amount of time to read through the text between stages.
I played on Classic difficulty, but I found it a bit challenging.
I didn't find the stage itself particularly difficult, but since you can be defeated fairly quickly if you take concentrated attacks from the enemies, a fairly careful play style is required.
However, even in Classic mode, you can obtain a fair number of revival feathers to bring characters back to life.
Therefore, I think it was great that even if you accidentally get defeated, you don't have to reset the game because you can just revive the character.
The unit growth rates are generally a bit low, making it difficult to play in a way that allows for overpowered gameplay.
Since the unit stat caps aren't very high, even if you fully level up all of them, it doesn't seem like the game will become too easy.
Weapons seemed to be scarce in the early stages, but you could often obtain them from enemies or treasure chests, so I never really ran out of money.
You could say there's no need to stock up so frantically.
Overall, it left me with the impression of a solidly crafted simulation RPG, and I felt it's a game that many people can enjoy.
Strategy Notes Difficulty: Classic (Contains Spoilers)
I played on Classic difficulty, and there are plenty of hints from Isla in the early stages, so I don't think you'll get stuck.
We'll also receive frequent updates on reinforcements, so let's use them as a reference.
Regarding unit development, I felt that the difficulty level was such that you could clear it without having to meticulously grind bosses or carefully select your units.
There are plenty of opportunities to utilize special attack weapons, so I think equipping each unit with one will allow you to fight more efficiently.
Also, the game is balanced in such a way that you can use your exclusive weapons without hoarding them, so it's best to use them without being overly cautious.
Chapter 5: An Encounter in a Foreign Land
The objective of this map is to safely guide Nyamat to the right edge of the map.
This map has quite a lot of enemies, so you'll need to be able to deal with them skillfully.
Prioritize eliminating enemy flying units and send in some fairly tough attackers to weaken the enemy first, which will allow you to proceed safely.
Let's take care of the flying enemies with Nomo and Yabunka's bows and Lucia's wind magic.
Have Machiko, who can haggle, visit the shop in the upper right corner and purchase some equipment.
Chapter 6: The Puppet's Tears
From this map onwards, you will be able to use the shop on the sortie preparation screen.
Normally, you'll pay the regular price, but if you use the shop in the following order: Unit Organization → Shop → Machiko, you can apply the bargaining skill and make purchases.
When making purchases from the sortie preparation screen, be sure to use this method.
Now, enemies are attacking from four directions, but the attacks from above and below can be dealt with by placing one unit at the fort in front of the pillar, so that's not a problem.
There are bandits we need to deal with quickly, so let's deal with them on the left and right as soon as possible.
Just be careful of the flying gargoyles and avoid taking too many hits at once, and you should be fine.
From turn 4 onwards, enemy reinforcements will start appearing from the fort.
The reinforcements will stop arriving on turn 9, so you can focus on defense until then.
Chapter 7 To those with will
We will split the troops into two groups and proceed.
The rocky mountain sandwiched between switches can be traversed by waiting on top of the switches.
However, the rocky mountains can also be used as obstacles to prevent enemies from approaching, so be careful about when you disarm them.
Pressing the wrong switch can put you surrounded by a large number of enemies.
Gargoyles will start appearing from the fort from turn 6 onwards, so have archers ready to take them down as soon as they appear.
Chapter 8: The Threat of the Evil Slime Tree
Although there is a turn limit, I don't think you'll run out of time unless something extraordinary happens.
Aim for the clear turn bonus and the allied forces survival bonus.
The allied forces on the left advance north, but the Warden will withdraw by the third turn.
Since their stamina is a concern, it would be a good idea to send in a healer and an attacker as reinforcements.
Since they tend to charge in quite recklessly, it might be difficult to keep more than three people alive unless you hurry considerably.
You should be able to easily defeat enemy heavy armored soldiers if you have heavy knight-specific equipment such as the Despair Sword or Bokkaan.
You can also purchase various mounted-effective weapons at shops on the map, so try to collect as many as you can.

(Lucia says something like Bucciarati)
Chapter 9: War Returns
Since the initial placement is divided into three locations, consider the weapon compatibility in each location when deciding where to place your units.
For now, we'll intercept the approaching enemies while keeping them out of the shooter's range.
The northernmost unit should advance a little faster, as there are thugs heading towards the village.
After a while, you will engage in battle with an approaching cavalry unit.
Since you'll likely be engaging the central forces, equipping your units with weapons that specialize in cavalry attacks will make the battle much easier.
From around turn 11, reinforcements will start appearing from the forts on the northern and southern bridges.
By this point, we'd like to have eliminated most of the shooters.
You can persuade Slala in the bottom right with Lucia.
However, be careful, because if you proceed straight to the treasure room beyond, you'll be ambushed by enemies with heavy-duty weapons that are super effective against armored enemies.
The boss, the Warden, will always retaliate no matter what range you attack him from.
Let's just fight with Lucia's Savior Tree Tin Sword.
After clearing the game, Lucia will change her class to Messiage.
It would be best to raise your level to 20 by this stage to avoid wasting time.
Additionally, you can purchase powerful weapons, such as those from the Lunatella series, at the shop.
Additionally, buying a few treasure keys will be useful in subsequent maps.
Chapter 10: Connecting and Opening Up
From the fourth turn onwards, a large number of life-draining orbs will chase you, but you won't gain any experience points even if you defeat them.
Let's move forward and avoid unnecessary battles.
There are many treasure chests, but it will be difficult for Zippo to collect them all by himself, so have Tatsuma collect the three treasure chests on the left side of the map by giving him the treasure key.
In this situation, the Dark Angel, which possesses wind magic, is dangerous, so it's safer to lure it in by stepping into its attack range with walking units and defeating it there.
Chapter 11: The Deep Indigo Path
This map allows for various possible routes of progression.
Once Lucia clears the area where the aquatic plants are growing, a path will open up, so let's proceed while keeping that in mind.
As usual, treasure chests are scattered around, so Tatsuma, who has a Zippo lighter and a treasure key, splits up to collect them.
If everyone tries to take the same route, it will get stuck, so it would be more efficient to spread out to some extent.
On the enemy's sixth turn, the sea monster Kyogre will appear from the bottom left of the map, so avoid engaging in combat and keep running forward.
I think many of your characters are probably starting to change to higher-level classes, so let's keep advancing those members.
Chapter 12: The Demon King's Daughter
This map requires you to withstand and survive enemy attacks for a specified number of turns.
If the focus is solely on defense, it would be safer to gather everyone in the center and strengthen the defense rather than splitting up and defending in three different locations.
However, since defeating the boss will reward you with valuable items, it's best to actively engage and try to defeat them if possible.
Partway through, reinforcements will start appearing at the fort, so take measures such as blocking the fort to prevent Nim from being targeted.
Most enemies are mounted, flying, or heavily armored, and there are effective weapons that counter them, so make good use of these weapons to defeat them quickly.
If you're aiming to collect all the treasure chests, it's a good idea to spread out your units, using Zippo lighters and units carrying treasure keys.
The leftmost treasure chest at the bottom of the map contains Shushushupia (double attack), the second from the left contains Verhyud (wind ranged magic), the second from the right contains Enlibd, and the rightmost chest contains a Feather of Resurrection.
Defeating Bunko will reward you with the Green Algae Garment (Magic and Skill +1, Skill "Service": Increases the hit and evasion of allies within 3 spaces by 10%), defeating Kerbe will reward you with the Prison Dog Bone Cross (Strength and Speed +1, Skill "Acrobatics": Allows you to move again), and defeating Yotsungand will reward you with the Life-Giving Rain and the Sea Monster Shield (Defense and Magic Defense +1, "Shield of Floating and Sinking": Nullifies negative status effects).
These are all quite valuable items, so I'd like to try and get my hands on them if possible.
Chapter 13: Scattered and Gathering Feelings
The forces are divided into two groups, right and left. The right side, which has fewer members, will be joined by three more members—Yotsungandr, Kerbe, and Bunko—in the second turn.
Since Bunko can handle the healing role, it's okay even if we don't have a dedicated healer on our side.
When fighting dragons that breathe fire that ignores defense, or druids with high magic attack power, approach them slowly to avoid being targeted by concentrated attacks.
A thief will appear from the stairs near the treasure chest in the upper right corner on turn 11, so make sure you collect the item before then.
Chapter 14: Resonating Hearts
There are enemy shooters positioned in three locations, so it will be easier if you eliminate them with long-range magic.
The treasure chest in the bottom left contains a very valuable skill book.
Let's make sure we don't miss it.
On turn 6, thieves will appear from the stairs in the upper right and upper left corners of the map.
Be careful not to let anyone steal your treasure chest.
Chapter 15: Together from Here
This map is one where Lucia fights alone.
You should be able to defeat the enemies safely by taking them on one at a time.
Even if you haven't leveled up Lucia, you should be able to clear it easily by using the divine weapon Almose, which you get on the second turn.
Chapter 16: Let the Waves Guide You
This map requires you to split your forces into two groups, one on the right and the other on the left, to conquer the enemy.
To the left, the formidable Ashura, wielding the Hinokami, stands in your way.
Since they have a high chance of using their special attack when counterattacking, it's safest to let them attack you during their turn and whittle them down.
Pre-battle dialogue will appear with Lucia and Domes.
The other enemies are positioned in a regular pattern, so you should be fine if you advance carefully and avoid charging in all at once and getting caught in a concentrated attack.
Chapter 17: The Faint Blue Battle
This map contains the last shop.
Since they have such a wide selection, let's sell everything we don't need and let Machiko do the shopping.
However, there are many enemies at the start of the stage and many reinforcements in the middle, so it might be a good idea to shop at your leisure right before clearing the stage.
Enemy units are approaching from the right and below.
It's difficult to handle both at the same time, so let's start by addressing one at a time.
Enemy bandits are heading down to destroy the village, so it would be best to head down first.
In the village in the bottom left, you can get 10,000 G, and in the village above it, you can get the Proof of Awakening.
From turn 11 to turn 15, enemy cavalry will appear as reinforcements from four outer forts.
Take precautions such as blocking the opening beforehand.
From turn 16 onwards, reinforcements will start appearing from the stairs inside.
Also, be careful when you press the last switch closest to the throne, as enemy reinforcements will appear from the surrounding staircase.
You can fight Bourbon safely by letting him use up all his long-range attacks before approaching him.
This enemy is quite formidable even in close combat, so make sure to gather healers around it using support abilities before engaging in battle.
Chapter 18: Connecting Memories
This map features enemies attacking from all directions.
Let's try to maintain a somewhat central position while engaging in counterattacks.
As before, charging straight towards the enemy puts you at risk of being subjected to concentrated fire, so try to be patient and stay put as much as possible.
Since enemies keep attacking, you'll need to adjust your strategy if you want to collect the treasure chests.
I wasn't able to retrieve the treasure chest.
Final Chapter: The Shining Traces of Budding
This map shows players moving towards the center from four different directions.
Before engaging the elementals, let's first take care of the surrounding enemies.
As reinforcements for your allies, Bagoon and Nugui will arrive from the left on turn 2, Maiton and Dwarkov from the right on turn 3, and Warden from above on turn 4.
We can't operate it from here, so let's use it as a wall.
It's exciting when old enemies come to your aid.
Once you've defeated the four elementals, you'll attack ISURA.
Since the damage is unavoidable due to the Absolute Counter skill, after everyone attacks, heal all at once with area-of-effect healing magic such as Verlibd.
If you hesitate, reinforcements will appear from the surrounding teleportation circles, so don't hold back on using your weapons and fight with everything you have.
Character impressions (contains spoilers)
Lucia

This unit is easy to use in battle, as it can use both swords and magic.
If you equip them with magic that can be used both at close range and at long range, they can be placed on the front lines to whittle down the enemy.
Having the "Healing" skill from the start, and the fact that it automatically heals every turn, is a subtly but very welcome feature.
He's also about average in terms of resilience, so you can rely on him.
Since the class change timing is fixed, you'll want to get them to level 20 as soon as possible.
Sarasa

This is a ace attacker that primarily uses physical attacks.
It has extremely high defensive capabilities, and you can rely on it as it takes almost no damage even when charging into enemy lines.
The advantage of being able to use both spears and axes is that it makes it easier to gain an advantage in the rock-paper-scissors system.
After class change, you can use swords, spears, and axes, so you can fight with whichever type you have available.
・ Nomo

This unit has the unusual characteristic of being a mounted unit that can use both staves and bows, which is rare in SRPGs.
While not particularly durable, its high magic defense makes it extremely reliable when attacking enemy mages with a bow.
While the Rage skill is powerful, be careful as you can easily lose by defeating opponents too quickly through counterattacks.
Nelly

They excel as a healer specializing in recovery.
In the early stages of the game, he'll be more useful than Nomo because he's a more capable pure healer.
After class change, they become a powerful magic attacker as well.
Especially with prayer and the protection of the Holy Spirit, you can feel a toughness that exceeds your stats.
Yabunka

He excels as a reliable archer, consistently activating his guaranteed hit skill from the very beginning.
Initially, it's difficult to attack again due to its speed, but its opportunities to shine increase with its exclusive weapon with a range of 3 and the longbow.
Machiko

He's weak at first, but he quickly rises to prominence as a magic attacker.
The exclusive weapon, Rougemini, has a powerful double attack that can be used until the very end.
Furthermore, her bargaining skills made her an important shopping resource, and there were many instances during the game where she went shopping alone.
Zippo

He's primarily a lock-picking specialist, but he's also an excellent attacker.
Utilizing its natural agility, it can attack twice even with somewhat heavy weapons, dealing powerful damage.
In addition to its already high evasion rate, it also possesses the Mirage skill, so when combined with terrain effects and support effects, it can evade attacks quite effectively.
Tatsuma

It is a strategically important unit as a flying unit.
While wielding heavy weapons makes counterattacks difficult, its high defensive capabilities, along with the Zetter Barrier and Zetter Vision, give it a tougher feel than its appearance suggests.
However, since flying weapons are weak, the problem is that it's difficult to charge in when there are shooters positioned in the area.
This is a handy flying unit that often plays the role of retrieving treasure chests that cannot be recovered with a Zippo lighter.
Estima

This unit excels as a mounted attacker, capable of using both swords and spears.
While her resilience as an attacker is inferior to Sarasa and Domes, her well-balanced abilities make her easy to use.
By equipping your units with many special attack weapons, you can deal with a variety of enemies.
Absorption and Swiftness have a low activation rate, so it's more of a lucky bonus when they do activate, but they're still helpful.
Because he had a somewhat elite-like aura, I had him acquire elite skills, and he became my only unit at max level.
Domes

Despite his swordsman-like appearance, he's a power-type attacker.
While her powerful attacks are a plus, her low skill and speed make her less reliable compared to Sarasa, which is a strong point.
While follow-up attacks are unlikely, you can compensate for this by using consecutive skills, charge skills, and specialized weapons to ensure a guaranteed kill.
・Slala

This tank boasts impenetrable defensive capabilities thanks to its defensive and magical defenses and skills.
However, its low speed makes it difficult to attack again, so its main job is to wear down enemies with counterattacks.
It's great that it can reliably poison opponents, but I was bothered by the fact that the skill activation animation plays every time, which slightly slows down the pace.
I think it's fine to change classes early on, without raising them to the maximum level.
Bunko

This character is a healer and magic attacker with excellent support effects from their service skills.
This unit is a well-rounded unit that is useful even just for its healing role.
・Kerbe

While it's inferior to the Zippo in terms of overall capabilities, its ability to move again using the acrobatics skill is very convenient.
Furthermore, since attack power can be secured to a certain extent through claw sword skills and dedicated weapons, it can also be used in a swordsman-like manner.
However, I think you can work more reliably by basically focusing on opening doors and collecting treasure chests.
・Yotsungand

This tank boasts perfected performance.
Since it has a counter-support skill that reduces enemy abilities, it would be effective to place it on the front lines.
The exclusive weapon, the Tentacrud, is a fairly high-performance close-range weapon, so let's use it often and operate it in a similar way to how we use Slara.
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