I really enjoyed the writing in this, it elevated the experience in a way that fit the theme and made me want to continue playing. The synergy used here is super satisfying combat-wise, but I wish there was more experimentation with it design-wise. Afaik, there is no advantage to being separated which can be fine, but then what stops you from playing the whole game moving knight first into mage placed behind her? The only point where I had to separate was the final room for obvious reasons, but I feel like there should have been at least one more moment where you separate for a tactical advantage, such as using the mage's higher ground speed or sending the knight through a heavily armed path to complete a side objective. Protect and Rescue are cool items that perfectly play off of the synergy here, but this campaign doesn't give you too many reasons to use them and I think that's a shame.
The difficulty here was great, I wasn't bored with how easy it was and the challenge of planning your moves was satisfying enough to want to continue forward. The level design was definitely simple, but I don't think that's a bad thing when you are working with a game jam SRPG. I noticed you took care to simplify the combat and general Fire Emblem mechanics for this game and I think it was the right choice. I was worried I would feel overwhelmed going into this but overcame that fear thanks to the well-named spells/items, helpful guiding dialogue, and lower enemy counts to worry about. You did a fantastic job here and I'm waiting to see how gameplay changes after that *unique* ending haha.