A game made with SRPG StudioThe Londria Story」「The Londria Story 2I played "Ernsis Story," the latest work by Hi-Lin〇 (Hi-rinmaru), the creator of "[previous work]."
This is a full-fledged SRPG characterized by its laid-back atmosphere and unique characters, both allies and enemies.
In addition to original character graphics, the characters also have voice acting, giving them a stronger presence and making them incredibly appealing.
My completion time was approximately 13 hours on hard mode.
Game Overview

When the protagonist, Blade (whose name can be changed), wakes up, he finds himself in an unfamiliar land with no memory.
In the midst of all this, you end up joining forces with two young people who are fighting monsters and helping them out.

They were members of an organization called the "Demon Slayer Corps," which protects people from bandits and monsters.
Blade is recruited by Elius, the leader of the Demon Slayer Corps, who recognizes his skills.
Having no particular destination in mind, Blade joins the Demon Slayer Corps and works alongside them.

This game features two difficulty levels: Normal and Hard.
Those familiar with traditional SRPGs should have no problem choosing Hard mode.
I suspect the reason the lowest difficulty level isn't "Easy" is a consideration for people who aren't familiar with or don't enjoy SRPGs.

You can also choose the unit growth system.
You can choose between a growth method where the growth rate increases randomly according to the growth rate, or a fixed growth method.
Random growth patterns exhibit a wide range of fluctuations in growth rate, while fixed growth patterns offer the prospect of stable growth.
Those who enjoy the ups and downs of life should choose the former, while those who prefer a more cautious approach should choose the latter.
Incidentally, class changes can be performed at level 15 or higher for most units.
Your level won't be reset to 1, so it's best to change classes right away.
Class change items are common to all units and will not disappear no matter how many times you use them.
The way the character portraits change is really cool, and it makes you want to raise all the characters.

Each stage has its own set of bonus conditions.
Aim for it without overextending yourself, taking it into account your own team's strength and capabilities.
Not being able to obtain it won't have a major impact.

Bonus points can be distributed to allies as experience points, or exchanged at bases for skill books and powerful items.
The points you need are relatively easy to exchange, so if you use them wisely, it should make the game easier.
Bonus points are also used to revive allies who have fallen in battle.
Since you can revive your teammates with inexpensive points, the penalty for having your teammates defeated is relatively small.

In this game, each unit can only have up to four skills equipped.
Skills acquired through leveling up or using skill books are stored within the character.
At your base, you can switch out which skills you equip, so choose the combination that is most useful for you.

Each unit has support effects that depend on its relationship to the story.
However, you can choose who the protagonist wants to have a support relationship with.
Since you can readjust the settings as many times as you like, it's a good idea to change them flexibly as the game progresses.

In addition to regular shops, the base also has a repair shop.
In this game, it's more cost-effective to repair equipment than to buy new items, so you should generally use the repair option.
If you want to equip your newly joined party members with new weapons, you can purchase them from the shop.

From the base screen, in addition to the main story, you can choose side maps called quests.
While there's no obligation to complete them, it's a good idea to actively try to complete them, as they often offer opportunities to recruit new companions and acquire valuable equipment.
Other features include a rock-paper-scissors system for weapon and magic compatibility, and a system where you can revive injured characters at your base by paying a bonus.
The game is user-friendly, even for players unfamiliar with SRPGs, thanks to its detailed explanations.
Review (no spoilers)
I enjoyed playing the game until the very end.
I feel that this is a very broad-ranging SRPG that can be enjoyed without stress by a wide range of people, especially as a free game.
The protagonist is a mysterious character with no memory, which, while a classic trope, makes for an engaging introduction that players can easily empathize with.
The story gradually develops into a larger narrative, and it takes a slightly more serious turn compared to previous works.
However, the relaxed banter was pleasant, and I felt it was the kind of content that you can enjoy without feeling stressed or awkward.
The UI, including the status screen, is stylish and cool.
There are many eye-catching details, such as the screen that displays character portraits during battles and the gears that appear when turns change.
The character graphics are original and never get boring to look at.
Furthermore, I was surprised to find that the characters have voice acting.
フリーゲームでここまで作り込みされているSRPGというのはほとんど見かけません。
While it may not be directly related to the core of the game, the voice acting enhances the characters' presence, and the inclusion of dialogue and individual endings strengthens the sense of immersion in this world.
Voiceovers play when you grab a unit with the cursor or when it levels up, among other things.
Based on my experience playing on hard mode, the game's difficulty level felt somewhere between slightly easy and normal.
While some maps were challenging, overall, I think the difficulty level didn't fluctuate too much.
The fact that the difficulty level didn't fluctuate much suggests that the game balance is very good.
What I found most impressive about the game was how few parts I found stressful while playing it.
Players who are familiar with SRPGs will probably appreciate how incredibly stress-free this game is.
Specifically, the ability to easily repair weapons means you don't have to worry about conserving them, which is convenient (although it does cost money).
Next, the fact that the map isn't very large and can be cleared in around 10 turns makes it feel fast-paced and stress-free.
I felt like I had almost no time to control and move a large number of units.
Another good point was that the class change system doesn't reset you to level 1, so you can change classes without having to endure anything.
Finally, I also liked the system where bonus points are added for clearing the game by meeting the conditions.
It seems like a system that allows hardcore players and casual players to coexist depending on their play style, making it enjoyable for both types of players.
During gameplay, the element I didn't utilize much was the command skill.
The game can be completed even without utilizing them, and there are many attractive passive skills, which made me strongly want to equip those instead.
I might have used it more if it could be selected when counterattacking the enemy, or if there were more skill set slots available.
I found the skill management system itself interesting because it allows you to customize which units you want to favor.
Furthermore, regarding the repositioning skill, it wasn't possible to reposition after an attack, and it was only possible after certain actions such as item exchange, so there weren't many opportunities to utilize it.
There were also many other skills, such as those that allowed you to change your position relative to the enemy or change your own position, but I wasn't able to make much use of them.
(These are just points I noticed, not complaints.)
I've written a lot, but I think this game is a representative example of free SRPGs.
I would recommend this game as an excellent introduction to the SRPG genre; it's definitely worth playing.
Strategy Notes - Hard Mode (Spoiler Warning)
This section contains my gameplay notes and strategy guide.
This game can be played comfortably even without much information, so I haven't included much in this guide.
note that.
Useful accessories and skills, etc.
Healing Flowers
Since it saves the trouble of healing, it's reassuring to have it equipped on your frontline attackers.
It also pairs exceptionally well with flying units that often operate independently.
Sexy perfume
The added effect of the charm status is just a bonus; the real appeal lies in the significant stat boosts.
It's reassuring to have it equipped on magic-user units like Spica.
・Guidebook
This is another piece of equipment you'll want to equip to any magic-user units if they have a free hand.
The +2 magic power bonus and the increased experience points are a welcome bonus.
- Book of Strength
This skill book is easy to obtain, and its effectiveness is especially helpful in the early stages of the game.
技や速さが高くても力が物足りないシンやリリィに装備させると効果が感じられます。
Chapter 1: Awakening
Since this is the first map, the difficulty level is not high.
If you have Blade and Sven fighting on the front lines, you shouldn't lose.
Chapter 2: The Powerful Enemy
There are many enemies, but they will move once you enter their attack range.
Use units equipped with compatible weapons to lure them out one by one and defeat them.
Be careful not to rush in all at once, as a large crowd will move and you won't be able to move through.
Chapter 3: The Sparks of Conflict
If you position Blade and Tear, who has a high evasion rate, at the fort at the entrance to the town, you should be able to intercept them almost safely.
After that, if an enemy with a sword comes along, we'll all go and defeat it, with Harvis leading the way.
Once you defeat the boss Unpoko, reinforcements of monsters will appear near your starting position.
It would be helpful to send several people ahead to intercept the enemy on top of the fort beforehand.
Chapter 4: Entrance Examination
A basic strategy of placing allied units with weapons that have a type advantage within the enemy's attack range, luring them in one by one, and defeating them is perfectly fine.
You can lure out the archers with either Lily or Tia.
Be careful, as Fred and the surrounding enemies will start moving on the enemy's sixth turn.
Depending on Fred's equipment, attack with weapons that are a good match for him, while also providing covering fire with indirect attacks.
Even if you get hit by a counterattack from the Javelin, it's not that scary if you heal it quickly.
Chapter 5: Exterminating Bandits
The victory condition is to defend for 8 turns, but if you have the opportunity, try to defeat the boss to get a bonus.
There are many axe-wielding enemies in the lower right area, so send members like Blade Elias (Kanon) there.
The lower left area has many enemies with various weapons, so you can fight safely by advancing while positioning your units around Dulo, who has adjacent escorts.
Reinforcements do appear occasionally, but they don't appear in particularly inconvenient locations, so you can move forward without worrying too much.
*When I taught Sven the "Weight Reduction" skill, his follow-up attacks became much easier to trigger, significantly increasing his destructive power.
QA1 Goblin's Lair (Searching for a Lost Child)
We'd like to advance quickly, but there are a lot of goblins, so let's move forward carefully to avoid having one person get caught in a concentrated attack.
If we push forward, we'll be targeted, so we'll keep pace with the others and also make use of Duro's adjacent escort.
Shin has a Killer Blade and is dangerous, so try to whittle him down with indirect attacks.
If you defeat them, they will join your party after you clear the stage.
Chapter 6: The Bandit's Fortress
Let's send out Tia to open the door and the treasure chest.
Also, there are quite a few enemies wielding axes, so units that can use swords have an advantage.
Conversely, since there are no enemies wielding spears, Sven's value will relatively decrease.
Since all the enemies will approach you once you enter their attack range, use allies with advantageous weapons to lure them out as you advance.
Spica will join your party if you talk to her.
This character will have an advantage against enemies with red magic around the boss, so let's put them to good use right away.
Be careful, as the boss, Rage, will move if you enter his attack range.
In particular, the Estoc has a special attack against armored enemies, so be careful not to let it get into a fight with a Duro.

Hey, hey, hey, that guy's gonna die.
QA2 Demon Forest (Giant Beast Hunt)
It would be easier if you deploy Kaen to deal with the enemy Eetif, Sven to deal with the Mushroom Man, and Blade Lily to deal with the boss.
Rosendia is surrounded by enemies, but she's not under attack, so let's proceed slowly to rescue her.
Eetif doesn't have high attack power, but be careful as it attacks twice.
It's safest to either defeat it quickly with Kaen, or lure it in with Duro and whittle it down.
The boss, Gaia Blade, will move and attack if you enter its attack range.
Since it's surrounded by a Divine Dragon Barrier, first attack it with your Blade to dispel it.
After that, if you surround them with Lily or other units with high magic defense, you shouldn't have any trouble.
Chapter 7: Rescuing Our Comrades
I really want to get my hands on the fleeing thief's treasure, but since my movement speed is reduced, catching up to him won't be too difficult.
If you position Kanon in the upper left corner, she shouldn't be able to get away.
In the early stages, there are many enemies, so be careful not to overextend yourself.
Since there are many enemy mages, relying solely on defense is dangerous.
If you visit the village closest to your starting location, you'll recruit Conchilie the Wing Knight as a companion.
Since there are enemy archers nearby, it's dangerous to approach the area without eliminating them first.
In the more distant village, Van the Wind Mage will join you.
While this character has a skill that makes it easier to approach the boss's shooter, you probably won't need to rely on it much on this map.
QA3 Evil sorcerer (kidnapper)
Fire Mage is positioned at the top, and Ice Mage is positioned on the right.
If we're going to split the troops into two, let's have Spica lead the upper group and Van lead the right group as they advance.
On the right side, we want to advance quickly to pursue the fleeing Chase and Unpoko, so we want to deploy a larger force there.
Due to the speed of advancement, the units on the right will reach the center faster, so it might be a good idea for units equipped with Kaen and Armor Killer to advance from that side first.
Operating the lever near where Ranie is imprisoned will remove Ranie's pillar and the pillar leading to the boss's room.
At the same time, be careful as three types of mages will appear as reinforcements from the stairs.
Since the boss, Horehoren, possesses blue magic, Van, who uses green magic, will have an advantage in the battle.
Chapter 8: The Sand Labyrinth
Having Kaen, who can use fire magic to deal with zombies, and Spica, Ranie, and Rion, who can use light magic to deal with other enemies, will make battles much easier.
I especially want to deploy Spica because I want her to attack the sandworms that appear as reinforcements with water magic.
Also, since there are many enemies with axes, avoid deploying units whose main weapon is a spear, and instead deploy units that wield swords.
As usual, let's advance while luring the enemy in with allies who have advantageous weapons.
You'll likely get poisoned often by enemy attacks, so it's a good idea to have healing items like a purifying staff on hand.
QA4 Transport mission
This mission involves obtaining three transport items from a treasure chest slightly above your starting position and delivering them to the designated location.
You can get 3 x 3 = 9 items from the wooden box, but you only need to carry 3.
Each unit can only carry one load of cargo at a time, so three people are needed to transport multiple loads simultaneously.
If you have one empty slot in your inventory, you can obtain it, and the delivery command will appear at the delivery location.
Units carrying supplies have their speed reduced by 5 and their movement reduced by 1, so try to avoid combat as much as possible.
Since there are many enemies, it would be best to clear the way first to reduce their numbers.
However, reinforcements will appear in four locations starting from the enemy's fifth turn, so you can't take too long.
The enemy flying unit in the bottom right is particularly troublesome, so you'll want to take it out with archers as soon as it appears.
QA5 Dangerous Coast (Pirates in a Port Town)
Since lightning magic is effective against the giant squid, it's easiest to equip Van with a Lightning Bow and send him out into battle.
Also, having several flying units will allow you to deal with enemy Wing Knights and Inklings.
However, be careful of enemy Bow Knights.
On turn 6, Wing Knight reinforcements will appear from the mountains in the upper right and from the sea in the lower center.
In the village, Lil in navy blue joins the group.
Chapter 9: The March
Reinforcements will appear from the fortresses unless you defeat the mini-bosses in the northern and eastern fortresses.
We'd like to take them down quickly, but the east side is occupied by shooters, making it a bit difficult to attack.
After securing the northern fort, it would be best to slowly attack with everyone.
In the southern village, Lancer Citrine will join your party.
Our reinforcements are swordsmen, so they'll be immediately useful in holding back the enemy.
The boss's head will move when you enter its attack range.
Be careful not to approach before you are fully prepared.
Chapter 10: Rescuing the Princess
This map features enemy archers positioned in inconvenient locations.
There are many archers with weapons that have a range of 3, so check their attack range before advancing.
No reinforcements should appear, so take your time and gradually lure them out and defeat them.
There's no problem if you collect the treasure chests slowly once you've calmed down.
The swordsman on the left is equipped with a rapier, so let's not send Duro towards him.
The boss, Decles, will only attack adjacent units from his side, but be careful when attacking him, as he will counterattack even if your unit has a range of 2 or more.
While their ambush skills are troublesome, their low agility means they rarely pursue you.
Let's steadily chip away at their health while allowing them to recover.
QA6 Resellers
When you open the door to the treasure room, five treasure chests will turn into mimics.
Since the Mimic is equipped with an axe, you should use a party member with a sword to deal with it.
When escaping a chase, the most reliable strategy is to flank the enemy from the left side of their starting position using a unit with high movement speed.
However, be careful as the rats attack twice and have fairly high attack power.
It's a good idea to equip your character with long-term healing abilities, natural regeneration, and healing items so they can heal on their own.
The Robo Fighter is vulnerable to water magic, but be careful as it has high attack power.
Its range is 2, so if you get close enough, it's nothing to fear.
The enemies in the boss's room are tough opponents, likely due to ample funds from reselling items, as they are equipped with high-quality gear.
Be careful, as you may suffer unexpected damage.
Clearing this stage will unlock the quest "Gacha Room".
You can use bonus points to draw from the treasure chest gacha.
QA7 (Princess Escort)

(Isn't that what the chairman of a certain izakaya chain said...?)
This map involves eliminating enemies and obstacles ahead of Tina, who is advancing automatically.
Along the way, if you attack and knock down the trees next to the river, you'll be able to cross it.
This can be used when you want to ignore the Saint Lancers blocking the bridge and eliminate the enemies on the other side.
From turn 4 onwards, reinforcements such as skeletons will start appearing from behind.
On turn 8, seven enemies, including the boss, will appear from the escape point.
Let's eliminate them quickly before Tina arrives.
Tina will join your party after you clear the game.
Chapter 11: Dark Nobles
The enemy flying units are heading towards us, so let's intercept them in a suitable location.
They aren't particularly strong enemies, so if you have some well-trained flying units, you should be able to defeat them without much trouble by equipping them with swords and sending them in.
If you advance a few troops along the route on the left side of the river, it will be easier to eliminate the bow knights with longbows.
If you use a longbow with a range of 3 or lightning magic, you shouldn't have any trouble defeating them across the river.
Boss Waldrich is a formidable opponent who can counterattack from a distance, but if you attack him from two spaces away, he won't attack you during his turn.
You shouldn't have too much trouble if you fight while providing support with healers and units that can defend adjacent units.
From turn 4 onwards, a Dragon Tamer will appear from the bottom left.
QA8 Magic Field (Magic Field Survey)
Since mounted units have reduced movement speed, it's a good idea to deploy infantry or flying units instead.
Wyverns have high defense, so it's safest to fight them using ranged attacks that exploit their weakness.
Also, the Scorpion has surprisingly high attack power, and its bullets can paralyze you.
Since its range is 2, you can just get close and fight, but be careful.
The boss demon will move when you enter its attack range.
Fighting a nearby wyvern at the same time can be difficult, so be careful when approaching.
Chapter 12 Resurrection
This is a defense map.
Enemies will come from three directions, but since they all use the same type of weapon, you can easily fight them by sending units that are well-suited to each direction.
Reinforcements will continue to appear from all directions, but be aware that they will appear in different ways, such as turning into mages at some point.
The only thing that remains constant is the axe-wielding pirate who emerges from the ship.
On the fourth turn, three mid-boss mages will appear from three different directions.
Also, from turn 7 onwards, a unit of Dragon Tamers will appear from the right side.
Since there are many of them, let's concentrate our forces to some extent and deal with them using long-range attacks.
Chapter 13: The Dark Dragon
This is a map where you must defend for 10 turns.
Since the enemy cannot cross the castle walls, it is not too difficult to defend if you have members with high defenses hold each door.
There are two long archers set up, so let's use archers and mages to attack from a distance and support the defense.
Chapter 14: Pincer Attack
On turn 5, reinforcements of Kimiesh and his forces will appear from inside the castle walls in the upper left.
You'll get a bonus if you defeat them, but it's best to head towards the upper right first.
Even more troublesome than the Kimeyesh are the enemies with long-range healing abilities that are clustered together in the upper left and don't move.
Since the enemy will heal even if you've chipped away at their health during their turn, make sure to defeat them one by one during your turn.
The boss, Decles, will move if you enter his attack range.
QA9 Betrayal (Seaside Cave Investigation)
This map features many enemies that are weak to lightning.
Not only is lightning magic effective, but magical weapons such as the Rising Axe and Bolt Spear are also very useful.
I think Lil will be useful in battle because she has a skill that reduces water-type damage.
The boss, Iblis, will take action when you enter its attack range.
When you talk to Eagle, he will join your party, and at the same time, King Kraken and other monsters will appear on the map.
King Kraken has high HP, so use lightning-element attacks to whittle it down.
Since the remaining tentacles can be troublesome, it's easier to eliminate only the ones that get close.
Chapter 15: The Path of Trials
This map looks familiar, as it also appeared in the previous game.
Since there are more enemies with high attack power, we need to proceed with caution.
Lizard Knights are equipped with swords and are weak to lightning, so be sure to prepare a unit with a spear or a unit that can perform lightning-based attacks.
Having a unit equipped with a Bolt Spear will make the battle much easier.
Wyverns have high attack power but only a range of 2, so it's best to lure them in with archers or units that can use wind magic, which is their weakness.
Big Bear doesn't really have any weaknesses, so you should be fine if you stick to the basic strategy of weakening it with ranged attacks and then finishing it off with close-range attacks.
Hell Rabbits aren't particularly scary if you fight them with units that have high defense.
The boss here, Chimera, will also start moving if you enter its attack range, so be careful.
QA10 A highly poisonous land
If you wait on top of a poisonous swamp, you will take damage at the start of each turn, and your evasion rate will also decrease.
Let's proceed while trying to avoid stepping into that area as much as possible.
Since there are clearly enemies with high defense and enemies with high magic defense, if you split your troops, make sure to include both magic attackers and physical attackers in your advance.
Also, since many enemies possess a divine dragon barrier, they are harder to damage than their apparent stats suggest. Therefore, it is safer to fight them using indirect attacks that minimize the chance of counterattacks.
Chapter 16: Memories of the Sanctuary
There aren't many enemies, but each one is dangerously strong, so you need to be careful.
While you can't hit the Minotaur very often with a sword, its high attack power makes it a dangerous opponent.
Behemoth also has high attack power, no particular advantage or disadvantage, and high accuracy.
Following the usual strategy, it's best to weaken them with ranged attacks before defeating them.
Angel Knights aren't that scary if you exploit their weaknesses, but their well-balanced abilities make them a troublesome opponent because it's difficult to follow up with attacks.
As for the Hydra, its attack range is only 1, so if you attack it with lightning, which is its weakness, it's not that scary.
Once all the mechanisms are activated, a treasure chest containing the Dragon Axe will appear.
QA11 Fire Magic Field
Having units that can use water or light-element magic will make progressing through the game considerably easier.
Dragon Axe and Fairy Arrow, which are effective against dragons, are also useful.
As long as you're careful of the highly mobile Hellriders, I feel like you can clear this map without worrying too much about anything else.
Chapter 17 Fortress City
This map features a large number of high-quality enemies, and a fair number of reinforcements appear.
In the early stages, be mindful of the positions of enemies pursuing you from behind.
Even if you think you're blocking the way, Ankh Noir can slip through using its skills, so be careful.
There are several possible routes to take.
From turn 4 onwards, reinforcements will start appearing from the purple fort, so it's best to advance in a way that allows you to intercept them on the narrow paths.
The northernmost route is the closest to the boss, but be careful as Waldrich will move if you enter his attack range along the way.
However, Waldrich himself isn't that formidable an opponent, so you can fight him to your advantage with the protagonist or units skilled in swordsmanship.
However, if you can't defeat her in one turn, the enemy, Reiche, may use Long Healing to heal herself.
If there are enemy soldiers who have taken more damage than Waldrich, it seems that he will prioritize healing those soldiers.
Reinforcements will appear at each fort starting from turn 4.
Be careful, as enemies will be swarming in.
Chapter 18 Those Drowned in Power
Since the enemy is of high quality, if you divide your troops and advance separately, be sure to consider the balance of forces.
Enemies equipped with Brave gear attack twice, making them very powerful.
Waldrich will charge at you right from the start, so it's safer to intercept him before advancing.
Its attack power is high, but its agility is low, making it easy to fight with.
If you use the protagonist equipped with Elretain, you can defeat them without too much trouble.
However, even if you defeat it, it will revive near the throne and come towards you again.
Once you defeat them a total of three times (if I remember correctly), they will stop reviving, so adjust your attack points and proceed accordingly.
The turrets positioned at each point are troublesome, but they don't have many rounds of ammunition.
It's safest to wait until you run out of ammo before proceeding.
After a while, two mounted units will appear as reinforcements from the upper right and upper left of the map.
Be careful, as they have good equipment and high attack power.
Chapter 19: The Battle for the Royal Capital
First, Kimiyesh and the enemy Archwing will come charging towards you at full speed.
It would be best to intercept them in the area above your starting position.
Be aware that Archwing's Magic Lance takes into account your magic defense.
There aren't any other major dangers.
If we advance slowly, we should be able to advance steadily.
Chapter 20: Saipon Castle
Each enemy is strong, but you can fight safely by making use of the narrow passages.
Magical weapons have high attack and defense power, and are also protected by a divine dragon barrier, making them quite tough.
Let's fight by chipping away at their health with ranged attacks.
The Great Dragon has a long-range breath attack, but it doesn't move, so it's not scary if you fight it at the right time.
Using weapons effective against dragons will allow you to inflict significant damage.
The route on the left is more difficult because reinforcements will be arriving.
If you're going to split your troops, it's best to send a slightly larger force forward.
Final Chapter
First, everyone moves back from their initial positions to the very edge of Cypon's range of movement.
Then, Saipon will move towards us on the next turn, so we all work together to defeat it.
The boss's minions will move when you enter their area of activity, so you need to lure them out little by little and take them down.
Once you inflict a certain amount of damage on Mira, an event will occur and the enemies will be reset.
The Death Saipon will inflict status ailments on you while maintaining distance.
For now, it's best to leave them alone and focus on taking down their minions.
While the Divine Dragon is tough, its attack power isn't exceptionally high.
Use Blade to break through the Divine Dragon Barrier, then whittle it down with high-attack units.
After clearing the game
After clearing the game, you can view character-specific endings.
Additionally, when you start the game from the beginning, you can purchase powerful items based on the points you have (presumably based on the number of bonus points remaining at the end of the game?).
Powerful weapons are unusable in the early stages of the game because they require a high weapon level.
However, the lineup also includes items that increase growth rates.
You should definitely try using this when playing through the game a second time.

Unit usage impressions (contains spoilers)
I'd like to write about my impressions of the units I used most often during my first playthrough.
These are just my personal opinions, so please take them as a reference only.
(The game is on hard mode, and the progression mode is fixed.)
Blade

As the main character, he was reliable from the very beginning.
The natural healing skill was very useful, allowing me to let them fight without worrying too much about taking minor damage.
I didn't find the Dark Dragon form particularly strong, so I mostly fought in human form.
Elretain is powerful, making him a unit worth leveling up just for that reason alone.
Lily

In the beginning, he was weak and couldn't even pursue opponents effectively, but as he grew stronger, he became a formidable force.
Since I only used Lily as a bow character, I had the advantage of having exclusive access to the powerful bows that were available.
With weapons like the Composite Bow (range 3), the Quick Bow (three attacks), and the Brave Bow (four attacks including follow-up), it was a reliable unit in terms of offensive power.
Harvis

槍しか装備できないものの、技が高く確実性が高いので、相性が悪い相手でもそれなり信頼感があるユニットです。
With a good balance of offense and defense and high magic defense, if you equip it with a weapon that can be used both at close range and at long range, it will be able to wear down any enemy and put up a good fight.
I also liked how her character gradually became more affectionate.
・Tear

From the moment he appeared, his dagger was useful, and he was a more reliable attacker than many swordsmen.
However, their stats gradually started to run out, and they became less reliable in combat towards the end of the game.
In this game, doors can be broken down and treasure chests can be opened by anyone, which feels like it's negatively impacting the value of thief-type units.
But she's cute, so I'll send her into battle.
Spica

This was one of the first magic-user units to join the party, and it grew well.
I've grown quite attached to it, since it's been in every single installment of the series.
She's transformed from a girlish cuteness to a more dignified cuteness, but she still possesses a classic kind of cuteness.
Canon

It had a somewhat unusual position as a powerful flying unit, but its high attack power was very useful.
With high magic defense, you don't have to fear enemy magic attacks, and your high magic power makes you a good match for magic weapons.
By equipping them with a Holy Shield, their effectiveness against archers is eliminated, allowing them to fight safely even against archers.
Van

In terms of stats, this unit is perfectly suited to the mage class.
With wind-based magic that is strong against flying enemies and makes it easy to pursue them, and lightning magic with a range of 3 that is weak against many enemies, it can be very useful in many situations.
It's safe to say this unit has many suitable uses.
The lines for the final stage,
"What? You're saying there's no wind blowing here?? No, no, there is. The wind of victory is blowing..."
I was surprised to find myself thinking that it was pretty cool.
Rosendia

I loved it from the moment it first appeared, and I continued using it until the very end.
I love the contrast between a noble young lady and an axe as a weapon.
It's a bit difficult to land follow-up attacks due to its slightly low accuracy, but I compensated for this with weight reduction skills and the Brave Axe.
I like her hairstyle after class change, and I also like her sexy appearance when she's near death.
Conchiglie

It was a unit that teetered on the borderline between the first and second string, sometimes deployed and sometimes not, depending on the stage.
Despite being a flying unit, it possesses skills that compensate for its weakness in bow attacks, making it relatively safe even on maps with shooters.
While its offensive capabilities are somewhat lacking, it can fight effectively against enemies that aren't primarily melee types.
Duro

This is a straightforward heavy knight with exceptionally high defensive capabilities but a weakness to magic.
I gave up on pursuing the enemy and equipped them with Kirschvalier so they could defeat them in one hit.
It was exhilarating to take down mounted enemies one after another with counterattacks.
However, the downside was that it was very fragile, as it was usually hit by a follow-up attack after being hit by a magic attack.
The phrase "Basically, it's that" reminded me of Don Juan from Bahamut Lagoon.
Shin

Swordsman-type units are surprisingly rare in this game.
I was concerned about my low strength at the beginning, so I added some strength-boosting skills, which seemed to have a significant effect.
In the second half, I mainly used the Brave Sword, relying on its high destructive power.
Just like with Miss Rosendia, her dying scene was incredibly sexy and well done.
・Raniye

She's a quintessential tsundere character, and from her first appearance, she was easy to use as a mounted unit capable of both healing and attacking.
After she appeared, the main healer role shifted from Rinon to Ranie.
The fact that it has a set of easy-to-use passive skills, such as healing blessings, advantage against magic, and terrain utilization, is a big plus.
・Tina

We recruited him because we were running out of healers with just Ranie.
Character-wise, he often speaks in a rather ominous way, and I quite like him.
As a healer, her staff level is not a problem, and as a mounted unit, she has good movement, making her an immediate asset that can be used without any issues.
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Points carried over if all bonuses are obtained and unused in Hard Random mode: 30
I'll leave this here for reference, but I think this probably won't change even if you use bonuses along the way???
I'll try to explore various things while checking for bugs on my second playthrough in Normal/Fixed mode.
Since I got 25 points on Hard Fixed, it's possible that the difficulty level and progression method are fixed.
Judging from the points, it seems that bonuses earned or spent along the way may not have had any effect.
The question now is whether the points accumulate after the second clear.
If the points accumulate, it seems like you'll be able to buy quite a variety of things.
The remaining questions are whether the orb system, which is related to item inheritance and fixed growth, has any significance, and whether early class changes are truly advantageous. It seems that anything above Hard mode might be implemented much later, so it should be fine to take your time.
I played it again after a long time, and it was just as fun as I remembered, so I ended up playing through it twice.
Since it's a relatively easy game, I'll play through it a second time.
- Don't do quests
- Aside from the protagonist, all characters are female (I hadn't really thought about it, but there were exactly 10 characters when I finished the game).
- Don't buy weapons or tools (because they can be repaired, so it's pretty much a natural consequence).
I was able to clear it even with that restriction.
I wondered if our levels would be high enough since there weren't any quests, but by the time we cleared it, almost all of our members had reached level 30, which made me realize once again how amazing the creator's balancing was.
Since Rinoa was the only healer, we managed to make up for the shortcomings with items and automatic healing.