Played through the current build. It's fun, well-written, and noticeably difficult. Strong recommend to anyone who likes Fire Emblem.
Specific thoughts from my playthrough in case they're helpful for design stuff:
-If you go straight to the setting screen before you've learned the controls and then try to exit back to menu the rpgmaker way (pressing Esc,) you instead close the game. It could be worth having a 'return to main menu' option in the settings menu for people who have just booted the game and don't know Esc is a trap.
-Petting Baldur is a spectacular mechanic. Absolute serotonin in game form. However, you may want to mention pets can be repeated, and that some chapters have talks between characters that work the same as pets. I'm pretty sure I've missed a few pets because I didn't realize this. Also the trial-and-error of mashing people next to each other to generate talk commands feels kinda frustrating. This is a part of the FE formula that I'm glad later FEs streamlined.
-Dead levels. I know they're part of the FE formula, but it would be nice to have +1 HP or +1 Luck instead of a dead level.
-Good lord map 4 is hard on normal. You're really reliant on a good rng seed winnowing down enemy numbers or having known this map was coming and power-levelling a character to formation-break your way through it. Also every time you die you have to wait through the rng fighting itself again. A map 3.5 or a shop or something to help you gear up for it would help a lot. I'm also genuinely not sure this map is possible on harder difficulties unless allied units also benefit from the stat-scaling.
-Weapons not having durability is interesting. Durability is FE's check on always-use-the-powerful-weapon gameplay, and shops are FE's check to running out of weapons and bricking your save. Without durability, I think there's room for a meta where all weapons are equally good but all do different things, but I'm not quite sure that's how they currently work.
-Oh, thieves can steal people's weapons without even risking getting countered? The game's hard, so I'm glad for all the tools I can get my hands on, but this feels mega busted. At least it's a solution for enemy mages.
-I'm on map 6, and enemy magic feels like a bit of a one-shot machine. Thrud strolled into the gigantic range of a lightning mage and got instantly crit killed from full health, and this sorta makes the only tool for dealing with mage groups the antimagic harp. And even then, you need a character who can reliably one-shot mages because they have to keep dancing back in and out of reach to refresh their buffs, and the rest of the team has to keep backpedaling to make sure the mages don't lock onto anyone else and instakill them. Because any character dying = game over, high dps enemies with decent crit potential means there's a certain amount of rng to whether you have to reset each run. I don't think this map is impossible. I can sandbag it. But even on normal it feels like it's made more for save states than for regular console play.
I'm only at map 6, and I might take a break, but I'll thread more feedback here if I'm able to play further.