"Little Hearts" is an indie simulation RPG by Yuugiri.
This meticulously crafted piece can be enjoyed without stress by everyone from beginners to veterans.
As of December 2022, the official version has been released and can be purchased for 1500 yen.
A trial version, playable up to Chapter 1, is also available for download.
The total time to complete all 30 chapters was approximately 15 hours on Normal difficulty.
Game Overview

"Little Hearts" is a simulation RPG created with SRPG Studio.
The story begins when Klaus and his mercenary group, who have come on a monster-slaying mission, meet Princess Alma of the Kingdom of Fael.
Having fled an invasion, Alma, with the help of Klaus and his companions, fights valiantly to reclaim her homeland.

This game is a fairly standard SRPG, but it incorporates many unique features.
The game is very carefully designed so that players can learn each element of an SRPG in a natural flow as they clear the early maps.
I'd like to share some points that I felt differentiated this game from other SRPGs.
Two rock-paper-scissors situations
The rock-paper-scissors system based on the compatibility of "sword > axe > spear > sword" has become a common feature in various SRPGs.
In addition to that, this game also has a rock-paper-scissors relationship based on the type of attack: melee > bow > magic > melee.
The accuracy, evasion, and power bonuses are quite large, so you'll struggle if you don't consider type matchups when fighting.
These two types of rock-paper-scissors dynamics ensure that every unit has a chance to shine.
Unlimited weapon uses & weapon upgrades
In this game, there is no limit to the number of times you can use a weapon.
Since your weapons won't break even if you only use powerful, specialized weapons, you don't need to worry about carrying spares.
Since there are no limits on the number of uses for staves and class change items, you can concentrate on strategizing without having to worry about anything else.
Incidentally, class changes are a fixed system where your level does not reset to 1.
Additionally, from the mid-game onward, you can use money to upgrade your exclusive weapons.
Because you can increase its power and accuracy, you can use the exclusive weapon you have from the start for a long time.

Guaranteed growth upon leveling up
In this game, it is guaranteed that at least three different ability scores will increase when you level up.
Therefore, any character will improve to some extent as they level up, so it's unlikely that any character's growth will be extremely poor.
It will get stronger as you use it.
You don't have to defeat all the enemies to gain experience points.
In SRPGs, even in stages where you can clear the stage by fulfilling the victory conditions, it's natural for experienced players to consider trying to eliminate all enemies in order to gain experience points.
butIn this game, even if you clear a stage leaving some enemies alive, you will receive bonus experience points equivalent to the number of enemies you left behind.
Therefore, you don't need to try to wipe them all out to minimize losses.
In fact, receiving them as bonus points might be more useful, as you can allocate experience points to units that aren't yet leveled up.
Incidentally, if you allocate bonus points to level up, you are guaranteed to see increases in four types of ability scores.
Other specifications
There are no character deaths in this game.
Therefore, even if your units are defeated while using allied units as shields, they will revive in the next map.
You can save your game every three turns while progressing through a stage.
When fighting a formidable opponent, pay attention to your timing.
You don't need a key to open the doors on the map.
Anyone can open it if it's a walking unit.
However, scout-type units do not end their turn after opening a door; they can continue moving.
Additionally, you can find out at what level a unit learns a new skill by referring to its skill section.
You won't know what kind of skill it is until you acquire it, but that's one of the joys of developing it.

As you can see, "Little Hearts" has many unique features not found in other SRPG titles, and various aspects have been customized to make it easier to play.
By the way, you can reset to the title screen by pressing the F11 key.
While the default reset button for SRPG Studio games is F12, be aware that F12 is used for screenshots when playing on Steam, so the button is different.
(I only realized that in the second half.)
Review (no spoilers)
I completed the game on Normal difficulty, all the way to the official ending.
It's a very user-friendly SRPG, and I enjoyed it thoroughly.
I was impressed by how the game carefully introduced elements that are commonplace for those who frequently play SRPGs, one episode at a time.
The game gradually introduces elements such as rock-paper-scissors systems, doors, and enemy reinforcements, making it easy to understand and play even for those new to SRPGs. I think it was carefully designed with this in mind.
However, this doesn't mean that it will be unsatisfying for people who are used to SRPGs.
Once you've cleared up to Chapter 5, you can choose between Normal and Hard difficulty.
The fact that you can choose the difficulty level after playing a bit of the main story, rather than at the start of the game, is a unique and unexpected feature.
In fact, this system seemed to make it easier to choose a difficulty level that was more suitable for me.
For experienced players, the hard difficulty setting might be just right.
As mentioned in the previous section, many of the game's unique features contribute to a more enjoyable gameplay experience, and I think those familiar with SRPGs will find them particularly refreshing.
My personal favorite features of the system include guaranteed growth upon leveling up, the ability to deploy all characters in battle, no limit on weapon usage, and two-stage class changes with multiple class options.
(I don't necessarily want this to be adopted in all SRPGs.)
I thought the graphics were all fantastic.
The character portraits are cute and unpretentious, and the battle animations are dynamic and cool.
I usually play with battle animations turned off, but I was impressed that there's a setting to show realistic animations only for bosses.
At key points in the event, a large, single illustration is inserted to enhance the story.
I usually play free SRPGs, but since this game is paid, I felt that the costly aspects of the assets were very well-crafted.
The story depicts the larger narrative of the war's course, while focusing primarily on Klaus and Alma.
Episodes for other units can also be viewed by gathering information on the base screen as the story progresses.
Since the story revolves around Klaus Alma, I got the impression that the main scenario progressed at a good pace.
Since you're not forced to watch episodes that have little connection to the main story, I thought it was easier to concentrate on the main scenario.
The antagonist characters also had a strong presence, and were portrayed as having personalities and acting in the same way as the protagonists.
Instead of portraying the enemy as simply villains, the film strongly emphasized that this was a war between human beings, with both sides fighting for their own reasons and with their own resolve.
Overall, I felt it was a very well-made work.
I think this game condenses all the fun aspects of an SRPG, from the meticulously crafted unit animations and the protagonist's story, which is portrayed seriously despite the cute art style, to the well-developed game system, game balance, and the enjoyment of unit development.
I think this is a game that can be enjoyed by everyone from SRPG beginners to veterans, with peace of mind from start to finish.
Strategy Notes - Normal Mode (Spoiler Warning)
This game is quite user-friendly, so you probably won't need any walkthroughs if you're playing on normal difficulty.
You can get hints from the sortie preparation screen, so I don't think this section is very necessary, but I'll write it down for my own reference.
- About class changes
In this game, most units can undergo a two-stage class change.
There are two class change options at each stage, but in my playthrough, I chose the top option every time.
This way, everyone will be in a different class.
It largely comes down to personal preference, so I think you should just choose what you like.
When changing classes, it's a good idea to consider the overall balance by focusing on these three factors: the types of weapons you can use, the level of weapons you can use, and your movement speed.
In the later stages of the game, when you gain more allies, prioritize weapon level over weapon type, and having too few units that can use staves will be problematic.
- About weapon crafting
You can pay money to improve the attack power and accuracy of each unit's exclusive weapon.
The further you progress in your crafting, the more money you'll need (especially increasing attack power, which is very expensive).
In the later stages of the game, you'll find some pretty powerful weapons available in the shop, so it might be best to limit your spending to the early stages.
It's a good idea to use specialized weapons that have a unique range or unparalleled performance.
If the only issues are high attack power and damage output, it's best to limit them to a certain extent.
About bonus points
You can probably clear the game without using them at all, but if you have units that are slow to grow and difficult to utilize effectively, it might be a good idea to include them.
In particular, if a class change is imminent, you'll want to invest everything at once.
Chapter.1 Dawn
Prologue: Intersecting Destinies
This is a tutorial-like stage.
You'll learn the strategy of using Klaus to weaken the enemy and then finishing them off with Alma.
You don't necessarily need to defeat the third one with Alma.
Chapter 1: The Klaus Mercenary Group
This is a map for learning about the rock-paper-scissors relationship between three players.
Let's fight while aiming to rendezvous with our allies and avoiding engaging unfavorable enemies.
Chapter 2: The Knights of Fae
This map teaches you how to block narrow paths and stop enemy advances.
It would be best to block the north side with Sherry and then whittle down the enemy with indirect attacks from the other members.
If enemies using magic attacks are coming south, you can safely block their path with Cyrus equipped with the Defender skill.
The enemy's Thunder attack is particularly effective against Sherry, so be careful as she will take massive damage.
Chapter 3: What Lies Beneath the Ruins
This map is for learning about door specifications and flying enemies.
Anyone can open the door unless they are using a mounted unit.
Flying units are vulnerable to archers, so let's distribute one unit to each side of the army and use that strategy to attack.
Chapter 4: The Spreading Flames of War
With Muse, who can act again, added to the team, the battle against the humans begins.
It's good to prioritize compatibility when battling, but try not to be too fixated on it.
Push the heavily armored Sherry to the front to whittle down the enemy with counterattacks, and then have the other members follow up to finish them off.
When cavalry attacks from behind or the flanks, focus your counterattack on Rita, who has an advantage with swords.
The route is simple: from the starting position, head straight left, open the door, and proceed to the boss.
You don't need to go to the trouble of circling around from below to try and wipe out all the enemy soldiers; you'll get bonus experience points for that instead.
Chapter 5: Shadows Lurking in the Darkness
The game features a wealth of new elements, including "concentration," reinforcements, powerful enemies that don't need to be defeated, and defense maps.
Use Sherry to block the west entrance, and have Hannah and Fritz take out the mages approaching from the north through the wall before they get close to Sherry.
After a while, two reinforcements will start appearing from the south entrance each turn, so deploy your main forces and deal with them.
You don't have to defeat the boss in the upper right, but if you do, I think it's best to direct your attacks towards Klaus.
The game is cleared when the 9th turn begins.
After clearing the game, you can buy good weapons like Mithril and Killer series weapons at your base, but they are expensive and require a high weapon level, so you don't need to buy them yet.
However, equipping Hannah with a longbow, Aaron with a short axe, and Alma with a short sword will broaden your attack options.
Additionally, having a variety of magic spells will give Edwin more attack options.
After the base screen is closed, you will be able to choose between Hard and Normal difficulty levels.
The Hard difficulty level reduces the amount of experience points you receive, and increases the strength and number of enemies.
Chapter.2 Encounter
From here, you can use the experience point distribution feature.
If you level up by distributing experience points, you are guaranteed four increases in your ability scores.
Because the growth rate is higher compared to the usual three levels, it might be better to level up units that are close to leveling up by allocating experience points.
Chapter 6: The growing signs
You'll receive bonus points if you complete the game while keeping all NPCs alive.
Since we have the opportunity, let's try to acquire it.
Skull Knight is a formidable opponent, so it's best to let Klaus handle him.
Klaus also gains experience points normally.
The armored skeletons coming from the top of the cliff are tough opponents, so it's safer to chip away at them with your bow before they come down.
When reinforcements arrive from the south, it's safer to wait and intercept them rather than trying to force your way in and defeat them.
Staying around Sven is easy because he'll heal you with Long Heal.
Chapter 7: Breaking Through the Encirclement
This is the first escape map, and the objective is to reach the escape point on top of the cliff after defeating the Sword Master boss.
Once the turns have passed or half of your forces have retreated, Traverse, a powerful reinforcement, will appear from the south, so try to advance as quickly as possible.
Traverse has a skill that deals 3 damage to all units at the start of the turn.
When withdrawing, it's safest to complete the process all at once.
Since you need to defeat the Sword Master boss, I think advancing via the southern route would be best.
Be careful when using stairs, as mounted units will have reduced movement speed.
On turns 6 and 7, reinforcements will also appear from the left side of the boss.
On turn 8, five reinforcements will appear from the south.
Chapter 8: The Approaching Brutality
Like the eye map, this is an escape map, but there are usually no enemy reinforcements.
You'll start seeing units that can change classes soon, so let's change their classes as much as possible.
Cornelia is strong, so you can leave her alone without any problems.
You can choose your route as you like, but I went straight down first and then everyone moved to the right.
If you leave the tough enemies to Klaus, the fight won't be difficult.
Chapter 9: Blades Raining Down on the Battlefield
In naval battles, all enemy units are flying units.
Bows and wind magic are effective, but be aware that you can't handle everything with those weapons alone.
On turn 7, the airmen on the north will launch a full-scale attack towards us.
Enemies wielding hand spears aren't particularly strong, but you should mark some of the enemies with better weapons and eliminate them first.
It would be easier if you weakened the enemies beforehand with flying units, but given their strength, it's difficult, so I don't think you need to force it.
After clearing the game, Alma will change her class to Sword Maiden and obtain the Luxcalibur.
Episode 10: Hope in Your Hands
This is the first major challenge of the race, where the participants will split into three groups and start from different locations.
There's an NPC near your starting position who will heal you, but on normal difficulty, I think it's fine to just charge in.
Most enemies can't move around much, so even if there are many of them, you probably won't get surrounded.
It's reassuring to have three healers, but if you can get Ronya to use Wide Heal with the added benefit of an extra action, you should be able to recover most of the damage.
However, the reinforcements that appear in various directions include enemies with high attack power, such as those wielding mithril weapons, so be sure to include your core fighting units in your formation.
On turn 5, reinforcements will appear from three directions on the south side.
Be careful when dealing with the reinforcements on the left and right, as they include air units.
It's best to tackle the traverse only after you've dealt with some of the surrounding enemies.
First, let's attack Traverse with Alma's Luxcalibur.
By doing so, you can destroy the barrier.
Once the barrier is destroyed, any attack will connect, so let's unleash a barrage of attacks.
The bone on the left side of the map contains a "Guaranteed Hit Charm" (makes attacks always hit when focused), and the bone on the right side of the map contains a "Distraction Charm" (allows you to dodge special attacks when focused).
Chapter 3: Awakening
Chapter 11: Those Who Flee
Weapon crafting becomes available from the start of this chapter.
You can enhance the performance of your exclusive weapons by modifying them, so use this feature if you feel their power is insufficient.
The two allied characters will join your party even if you talk to them other than Cyrus, so try to recruit them as soon as possible.
Skull Knights wielding Mithril Axes have high attack power and are dangerous, so avoid close-range attacks and chip away at their health.
If you can get Edwin to use mounted-targeting magic like Explode, you can defeat them in one hit.
The last reinforcements will arrive on turn 9.
There are many of them, but let's push them back little by little.
Chapter 12: Behind the Scenes of War
This map is played by Flora and Cornelia alone.
Combining Concentrate and Killer-type weapons makes it easier to defeat enemies.
Maintaining a state of concentration while on the move will make things go more smoothly.
For now, let's get within the enemy's attack range and act as a decoy to prevent them from advancing towards the village.
The archers will be the last ones remaining, but if both of them are well-trained, you should be able to defeat them simultaneously in one turn.
If you can't take down the enemy, prioritize eliminating the sniper.
Chapter 13: Recapturing Kiesel
If your goal is simply to clear the level, there's no need to push yourself too hard.
We should advance little by little and take on the enemy gradually.
As you step up the southern staircase, the enemies positioned below will attack you.
Since there are many enemies and many of them are well-equipped, it would be better to block the stairs and fight while retreating upwards rather than engaging in direct combat.
Chapter 14: Invitation
This map is designed for players with a relatively small group.
It is possible to split the troops into two groups and advance south.
Reinforcements will keep appearing, so you'll need a certain level of offensive power to eliminate them.
Once you reach the lowest bridge, the boss will retreat and reinforcements will stop, so it's a good idea for the lightly defended left-hand unit to advance quickly.
When Sylvia is in a focused state, her special attack becomes 100% effective, allowing her to defeat enemies one after another, so be sure to utilize this feature actively.
Alma's Luxcalibur is also powerful, as it can defeat enemies in almost a single hit.
Chapter 15: Those Who Awaken
Klaus obtains the Exampler at the start of the stage.
This sword has the opposite characteristics of being strong against spears and magic.
You could wait for allies to arrive and join up, but Klaus is strong, so he could also charge in alone from the south.
While the Exampler is at a disadvantage against axes, it deals significant damage to monsters, so it's fine to keep it equipped.
Heavy armored soldiers with barriers should be dealt with using attacks that involve Examplers.
Chapter 4: Thin Ice
Chapter 16: In Search of Clues
This is a fairly large map where the objective is to eliminate all enemies.
If you head straight north from your starting position, you'll face intense enemy attacks, so it's easier to take a wide, clockwise route.
It's a roundabout way, but since the ultimate goal is to eliminate all enemies, I thought it was fine.
There are many enemies with weapons that inflict the frozen status effect, but I didn't feel particularly threatened.
I think you should just fight without worrying too much.
Chapter 17: Resistance
When you defeat a regular skeleton, any units within a 1-tile radius take 30 damage.
Therefore, units capable of indirect attacks are important.
Armored skeletons don't explode, but they're fairly strong, so don't let your guard down.
Other enemies also have high attack power, and you have few allied units, so you may struggle if you can't successfully aim for chain reactions.
If you have Moselle and another unit that can walk along the waterway, head towards the two switches in the upper right.
If you don't turn off the switch quickly, the enemies will keep accumulating.
Be careful, as reinforcements will appear from the stairs in the upper right, making it difficult to turn off the switch.
The other members head towards the switch in the lower right corner of the map to turn it off.
If there are skeletons that explode along the way, try to attack them to trigger a chain reaction of explosions.
You can defeat them safely by using Roche's long-range magic.
If you give Roniya the Concentrate Staff and cast it on Roche, you should be able to use long-range magic efficiently.
Chapter 18: To the Land of the Kingdom
This map is tricky because of the combination of frozen crystals and enemies with weapons that are especially effective against the frozen state.
Wait at the very edge of your attack range, eliminate either the crystal or the enemy, and then proceed.
When destroying the crystal, don't spare any effort; concentrate your forces to some extent and launch a full-scale attack.
Having plenty of healing wands will be useful if you get frozen unintentionally.
Reinforcements will appear, but they aren't much of a threat, so let's prioritize eliminating the crystals.
Chapter 19: The Blitzkrieg of the Kingdom of Fael
The basic strategy is to take the shortest route to the throne room.
Reinforcements will keep appearing from behind, but if you keep moving forward, you should be unlikely to be caught.
Ripper-type weapons inflict significant damage if the opponent attacks first.
Let's fight in a way that allows us to defeat them in one turn.
If you finish off an enemy with Ivan's Accelerate Blade, you'll be able to act again, so increase your number of actions and keep fighting.
Using Concentrate on Roche with Roniya, and then providing support with Spark Cloud while moving, is also an effective strategy.
The boss, Lulut, can be defeated without taking any counterattacks if you approach him with Klaus and attack him.
If you attack together with other units, it's possible to defeat them in one turn.
Especially if Hannah has learned the Last Hit skill, she can reliably finish off an enemy once their HP drops to single digits.
Chapter 20: The Ice Barrier
Similar to Chapter 18, this map is troublesome due to the presence of ice crystals and enemies equipped with ice-type weapons.
Just like last time, there shouldn't be any problems if we proceed slowly and carefully.
The expansion of the ice area near the boss doesn't ultimately have much of an impact.
However, since it's almost impossible to avoid being frozen, you should prepare several units that can use the Cure Staff.
The crystals are effectively destroyed by getting close and using melee weapons, but the main obstacle is the surrounding enemies.
Lure enemies out from a position where they won't be affected by the crystal's freezing, or use long-range magic to eliminate enemies equipped with special weapons.
If the enemy equipped with suicide weapons were gone, they wouldn't be such a threat.
On turn 8, Klaus's troops will arrive as reinforcements in the lower right corner.
If you continue heading north, you can defeat the boss first.
The boss, Phonium, is a formidable opponent, but once you break the barrier with Klaus or Alma, the other members' attacks will connect, so surround him and defeat him.
Chapter.5 Conquest
Chapter 21: Mopping-up Operation
New weapons are available in the shop, so let's buy them one by one to complete the set.
Sharp-type weapons, while requiring some effort to activate in a focused state, are extremely powerful offensive tools.
In particular, the synergy with Sylvia, whose concentration state is maintained after defeating an enemy, is outstanding.
Let's actively implement it.
The story is nearing its end, and each map is becoming more detailed.
There are more enemies with high attack power these days, so be sure to check their equipment carefully before advancing.
It's important to focus Klaus and Alma's attacks on Behemoth and defeat it in one hit.
Rather than having the unit use the focus ring themselves, I think it's more efficient to have a unit holding a Concentrate Staff enter a focused state.
Given the large number of enemy forces, it would be safer to stay in one place and intercept them rather than launching an offensive ourselves.
It's easier to fight if you use the fallen trees in the central area to form a formation.
The reinforcements will stop arriving after a certain point, so there's no need to go and secure the enemy's spawn locations.
Chapter 22: Invasion of the Empire
This map's objective is to eliminate all enemies.
Instead of trying to reach the boss as quickly as possible, let's divide our forces into several groups and proceed in a way that allows us to eliminate the enemies one by one.
It's probably best to avoid the western route, as it puts you within Grigory's attack range.
The ability to act twice using crystals is quite troublesome.
Enemies wielding ripper-type weapons, in particular, can inflict significant damage on you.
Let's eliminate them reliably from a safe location using long-range magic and abilities like Booster Rods that allow for extra actions.

The boss, Grigori, will take action if you enter his attack range.
Since it's guaranteed that the enemy will act twice, don't let them act, wait in the closest possible position, and defeat them in one go.
If Hannah's movement speed is 7, she can defeat the enemy in one hit with a sharpshooter attack.
(You can also give other archers an extra turn using Booster Rod or Wonder Wing.)
Chapter 23: Surprise Attack

This map is cleared if you can survive for 7 turns.
If you take refuge in the upper right area where there are fewer enemies, you should be able to clear it easily.
By using a Concentrate Wand to unleash a barrage of long-range spells from inside the wall, even skeletons with Blaster Cores are nothing to fear.
When Behemoth approaches, deal with it using Alma or Klaus, and then use a Booster Staff or Rescue Staff to pull it back inside the wall for a secure position.
If enemy aircraft are approaching from the south, you can deal with them using flying units, so there's nothing to fear.
Chapter 24: The Advance on the Main Camp
The objective is to defeat Lulut and then reach the castle gate.
Since Luroot will be moving towards you, you can clear the stage quickly if you make good use of the Teleport Staff or Booster Staff.
However, if the barrier is broken, Lulut will instantly warp to the front of the castle gate.
Then, in the next turn, the barrier will be restored, and your HP will be healed by the healers around the castle gate.
Therefore, you need to defeat them all in the same turn.
The process is as follows:
- All troops advance south from their starting positions.
- Attack the approaching Lulut with Alma or Klaus (with concentrated attacks) to force her to retreat.
- Finish off Lulu with a ranged attack, a flying unit, or by teleporting her with a warp wand.
- Have someone stand at the castle gate to clear the stage.
As preparation, you will need to focus on Alma, Klaus, the Warp Staff, and long-range attackers.
Also, if you incorporate the Booster Staff, I think you'll be able to defeat Lulut and reach the castle gate more smoothly.
Chapter 25: A Deadly Struggle
If you take your time, reinforcements will appear, but if you rush into fighting the bosses, you may lack firepower, so make sure to build up your concentration before engaging them.
When you enter their attack range, your three close associates will begin acting simultaneously.
First, avoid Valion's attack range while moving into the attack range of one of his three henchmen.
Lilia on the right has a very high evasion rate, so make sure to equip the unit dealing with her with a guaranteed hit charm.
Without this, attacks will almost never hit.
The Gina on the left only has a range of 1, so it's best to whittle her down with ranged attacks before defeating her.
Alexei in the center has an attack range of 1 to 3, making it difficult to damage him except through conventional means.
Let's defeat them in an all-out battle.
If you have multiple units that can use Booster Staffs, you can go ahead and attack Valion directly.
It's important to overwhelm the enemy with sheer numbers, without worrying too much about the possibility of some friendly casualties.
It would be tough if Alma and Klaus were defeated, so it's a good idea to put up a barrier before engaging in combat.
On the third turn, priests will appear from the upper right and upper left corners.
On turn 5, generals will appear from the bottom right and bottom left.
On turn 6, Assault Knights will appear from the bottom right and bottom left.
Chapter.6 Final
Chapter 26: Memories of the World
This is a map for events only.
By examining the pedestals in order, Muse's stats will increase.
Chapter 27 The thread being pulled
At the start of the stage, only four characters are isolated, but by placing Cornelia and Flora, you can rescue the other two and quickly reunite with them.
You can also use other cards such as Draw, Quickdraw, and Rescue.
Enemies equipped with Ripper-type weapons are dangerous, so as before, be careful not to get attacked by them.
Since Bugbeard and Shadow Wizard have the First Strike skill, it's safest to attack them with a weapon that has a range of 3 or more.
Chapter 28: To the Battlefield
Enemies are scattered throughout the map, but even if you don't go after them, engaging the group of enemies in the upper right corner will cause the waiting enemies to attack your units.
At the start of the stage, stay near your initial position, intercept any charging enemies, and once there are no more moving enemies, advance to the upper right.
The Crow Tamer positioned at the very back is troublesome because he has long-range attacks, but I think it's easiest to eliminate him from a distance with Roche and Edwin, who are equipped with Hunter Gale.
Chapter 29: Wishes and Vows
This map has enemies positioned in the rooms on the left and right.
There's no need to rush, so let's advance steadily, one place at a time.
Effective tactics include launching a surprise attack from outside the enemy's attack range, or gradually luring out and defeating enemies using techniques like drawing cards.
The booster staff is also useful, so don't hesitate to take the time to defeat them all.
The enemy to watch out for is the Hound with Meteor Shoot in the room in the center right.
Because it has a very long range, the attack area becomes extremely wide on the second turn when it enters a focused state.
Let's eliminate them as soon as possible.
Also, the sorcerer in the back left wielding a Ripper Blaster is dangerous because it has a wide attack range and high power.
Even when luring them in, it's a good idea to have some kind of barrier or other safety measure in place.
Just like last time, Valion should press on, with everyone else supporting Alma and Klaus.
Final Chapter: The End of Fate
This is the final stage.
Use up any remaining BP or money to prepare.
Since all allies take 10 fixed damage at the end of every even-numbered enemy turn, make sure to equip any units that can use staves with Wide Heal.
It would be best to ignore any reinforcements that appear from side paths along the way and hurry towards Varyon as a group.
There is no barrier, so damage can be dealt by characters other than Alma and Klaus.
However, it's unlikely to be a decisive blow, so a sharp-type weapon in a focused state can inflict decent damage.
If you are within 7 spaces of Valion during the turn you take fixed damage, you will be electrocuted (increased damage taken).
Valion's only means of attack is Soul Steal, which effectively instantly kills allies whose HP drops below half.
If you maintain your HP with abilities like Wide Heal, you shouldn't be targeted immediately.
The reinforcements are actually a greater threat, so keep getting close to Valion and keep attacking him.
Character impressions (spoiler alert)
In this game, players do not choose which units to deploy; the members are fixed for each stage.
Therefore, I don't have any trouble deciding who to nurture, and I believe that every member of the unit has their own unique personality.
I've compiled my impressions of using each unit.
Klaus
This unit is powerful from the start and virtually unbeatable.
The high-powered follow-up attack with the bastard sword is extremely effective.
If you're focusing solely on chipping away at the enemy's health, using a hand axe, a weapon that can be used both at close range and at close range, will give you just the right amount of damage.
Even though he's so strong, he's not just a supporting character; the fact that he grows and develops is wonderful.
Once you acquire the Exampler, it becomes an even more reliable tool.
Since they are tough and difficult to defeat, let's actively send them to the front lines as the vanguard.
Alma
This unit can perform both healing and attacking roles.
Since you can't perform follow-up attacks with the Noble Rapier, giving your enemy a Short Sword in the early stages can sometimes increase your total damage output.
After obtaining Luxcalibur, you'll be able to unleash tremendous attack power against monster-type enemies, making you a reliable attacker.
Especially after the release of the Sun's Blade, his attack power will be on par with Klaus' as an attacker, so he'll have less time to use his staff.
Fritz
The Hunter Bow's ability to attack from a range of 3-4 is a strong point, allowing it to be useful in various situations from the early stages of the game.
While it struggles against enemies with high defense, it remains useful against many mages and flying enemies, which it excels against.
This bow with this range is very useful, so I think it's a dedicated weapon that you can use until the end of the game (there are aiming bows with a range of 2-4 available in the shop, but their attack power is low).
The appeal of this bow is that it can use Ethereal (range 2-7, critical hit against focused enemies).
Its power is somewhat low, but the ability to perform long-range attacks without concentrating is convenient.
Rita
This is an infantry spear with well-balanced capabilities.
Giving them a hand spear or a short spear will broaden their range of actions.
The naginata, which is her signature weapon, has average performance, so I'd like to increase her attack power with weapons like the Killer Spear.
Becoming a Star Lancer allows you to use the SS spear Eclair, which significantly improves its usability.
With a range of 1-3 and the ability to pursue targets without needing to concentrate, it's useful in a variety of situations.
Hannah
This scout can be used in a similar way to Fritz.
Giving them a longbow increases their range to 2-3, which is very convenient.
Curse Arrow is magic-dependent, so it is effective against enemies with high defense.
It was quite useful when I wanted to temporarily stall out enemies that would take a long time to defeat.
In the second half, my main role shifted from attacking with a bow to providing support through Concentrate.
It proved to be a versatile unit capable of healing, attacking, and providing support.
Cyrus
A valuable mounted attacker.
As this unit is somewhat defensively oriented, it may be lacking in offensive capabilities.
You can further increase your attack power by equipping items that allow for follow-up attacks.
As your weaponry improves, you'll be able to employ a wider range of tactics.
If you can equip them with sharp weapons, they can quickly charge into the enemy from a distance, making them very effective.
Also, being able to use Reflector to chip away at troublesome opponents who use long-range magic is very convenient.
Sherry
These are heavily armored soldiers with impenetrable defenses.
The pole mace, which deals increased counter-attack damage, is very useful, and in the early stages, simply equipping it and charging at enemies will deal a significant amount of damage.
While it's weak against magic, this unit can fight with considerable confidence against enemies that only use physical attacks.
In the second half, their strength and defensive improvement were consistently good, and they became tough enough that they wouldn't be in any real danger against even slightly stronger opponents.
While weak against magic, this unit can fight reliably on the front lines against opponents using physical attacks.
Aaron
This is an axe-wielding attacker with high attack power.
Attacks using the heavy axe, which is especially effective against armored enemies, are very powerful.
While its defensive capabilities are somewhat lacking, acquiring the First Aid skill will allow you to use it without worrying too much about minor attacks.
Its strength growth is high, and despite its appearance, its technique is also high, resulting in good accuracy.
While its sustained combat capability is high thanks to its skills, it's vulnerable if too many attacks are concentrated on it in the same turn. Therefore, in one-on-a-few-unit battles, it was reliably capable of handling things even with haphazard use.
Emilia
This is a staff-wielding unit with some offensive capabilities.
I primarily used her as the main healer, aiming to reduce the burden on Alma.
In this game, staff-wielding units have many roles besides healing HP, such as being able to concentrate with their staves.
Cold Barrier halves the damage from melee attacks, so it can also be used as a tank when you're short on manpower.
However, its offensive power is too weak to expect any significant damage output, so it's best not to attempt to enhance it.
In the second half, as a unit capable of using SS staves, it played an active role using high-level staves such as Draw.
Because of its high mobility, it's easier to use than other staff-wielding units.
·flora
This is the first pilot you'll recruit.
While its combat power is somewhat lacking, combining its focus skill with killer-type weapons makes it a surprisingly powerful unit.
Since Cornelia is a Pegasus Rider, I think it would be a good idea to raise Flora as a Dragon Rider and focus on combat.
In the second half, Cornelia and her partner played a key role in eliminating ranged enemies that were difficult for infantry units to take down.
By equipping Cornelia with Concentrates and Boosters and having her accompany Flora, Flora's mobility and attack power will be significantly enhanced.
Edwin
A pure magic attacker.
It's convenient to have characters equipped with magic of each element, allowing you to use them strategically depending on the enemy.
It's very useful to put a unit into a focused state and have them use long-range magic, so I'd like another unit to use Concentrate on that.
While Rune Knights do gain a fair amount of strength, long-range magic attacks remain incredibly useful.
I had a Concentrator accompany Roche, and we continuously eliminated distant enemies.
Cornelia
He's a versatile pilot.
She can handle combat, healing, and support with her staff, but her ability to defeat enemies is somewhat limited.
I think Flora could be used more effectively by specializing her in combat and having her take on a support role.
In the second half, by actually using Concentrate and Booster, she proved to be a highly mobile support character.
Ronja
Wide Heal, which heals the entire party, is very useful, even though the amount of healing is small.
Also, because her base magical power is high, Gloria Shine is quite powerful as well.
However, since you rarely initiate attacks, I don't recommend weapon forging, even though you have a skill to avoid counterattacks.
Since her staff level starts at A, I think she's convenient to use as a staff user.
In the second half of the game, you can also be a valuable user of the SS staff.
Since her magic power is higher than Emilia's, it's nice that her healing power and the range of her teleportation staves are extended.
Ivan
This attacker has abilities similar to a Sword Master.
By using Accelerator Blade to deliver the finishing blow to an enemy, you can take another action, which can significantly speed up the enemy elimination process if used effectively.
Since its strength is somewhat low, compensate for this with weapons that have high attack power and special attack capabilities.
Its attack power is somewhat lacking to be used as a vanguard, so it might be better to use it primarily as a finisher, taking advantage of its extra action, or equip it with a sharp sword.
Roche
He's a magic attacker, just like Edwin.
While it has abilities that give it an advantage against other mages, I think attacking with long-range magic is still the most powerful and convenient option.
Since he has more magical power than Edwin, he can often be defeated in one hit by using long-range magic that exploits his weakness.
While Wonderspell is quite powerful, I was left with the strong impression that long-range magic was more useful.
Sylvia
While its base combat power is high, it has a particularly strong ability to easily unleash special attacks.
Once you've focused and defeated them, you can maintain that focused state indefinitely thanks to the skill's effect.
Since I was treated as a scout, being able to move along waterways and cliffs was surprisingly convenient.
However, it's vulnerable to damage, so it's difficult to send it into areas with many enemies.
Because the concentration effect lasted, the synergy with sharp-type weapons was at its best in the later stages.
It was incredibly useful because I could wipe out a significant number of enemies at once simply by using boosters from a distance to give units another chance to act.
Musee
I was sidelined for a long time in the middle of the game, but the ability to act again is still very useful.
It's incredibly convenient because it doesn't require concentration like a booster rod, and its mobility is surprisingly high.
I interpret the title "Little Hearts" as representing her quiet way of watching over and maintaining the world.
The plural form "hearts" might be because it includes the lives of Valion and other beings from another world.
A compilation of gaming-related articles featured on this blog.
The game has been updated for the first time in a year, and the latest EA version now allows you to play through all of each character's events and the entirety of Chapter 30 (although some battle animations and event dialogues are still only partially implemented).
The official release is scheduled for sometime in December, but I was looking forward to it so much that I finished it all in one go.
Thank you for the information.
The story is said to be watchable all the way through, but there are apparently some parts that are presented in a condensed form.
For now, I'm going to wait for the official release.
After reading my own article, I realized I'd forgotten a lot, so I might play from the beginning again.
I always refer to your strategy guides and reviews. The official version was released on December 3rd. There have been quite a few balance adjustments to character individual skills and weapon performance, so you might enjoy it more if you play from Chapter 1.
Thank you for the information.
I'll temporarily make the article private and then publish it again after I've replayed the game.
I played through the game again from the beginning and have completely revised the article to reflect the final version.