Full disclosure, I don't have a ton of time to write a well thought out review, so this is more of just a stream of consciousnesses thought dump. Take it for what it is: just one first opinion of a first impression.
Typo in opening sentence of the opening story events, not a good look.
In general, I liked a lot of the UI changes you made.
Poor writing tbh. Story seems like a big weak point/afterthought. Not interesting at all, not funny to me. If you're going to spend time writing little quotes for all of the named enemies and allied units whenever they fight, it needs to be interesting. Otherwise it just takes up time and feels like a distraction. Is it supposed to be throwaway writing, or are you trying to write an engaging story? You should pick either to write something interesting (with some humor sprinkled in) and get rid of the bad jokes (names like Fatty and Dorky Island tells me I shouldn't take the story seriously) or commit to full parody/satire. It feels like you're trying to do different things with your writing and it ends up just being that you do none of those things well.
You pirated awakening icons for skills it seems? For a small game probably not a big deal, but if you want to make it look more professional or ever release it as a full game, you will need to change that.
You need to finish translating it from Spanish to English. Seems like a work in progress, so I don't hold it against you since it's a game jam and we had only a few weeks.
The bandit portrait looks terrible, there is a clear white outline around it.
Sometimes when trying to check what a skill does the details window in the unit UI covers the Items and Skills and description at the bottom, and then I can't read it.
Poor translation/English is bothersome ("Even Marstu is winning me")
The movement abilities are all cool, keep those in for units (reposition, shove, etc.)
It's the first map, but it's hard to feel threatened when 3/4 of my army is barely hurt by enemy units. The second map seemed like there was a big power spike, I was careless and lost several units. That's probably on me, but just think about the jump in power/balance between maps 1 and 2.
Is the enemy archer Cameron recruitable in the first map? I couldn't figure out how to recruit him if so. If he's not, why name him? No story related thing happened, I had no reason to care about him. It just made me feel like I missed something. If I did, there wasn't really any hint as to how to recruit him or trigger a special event. Could just be me, but keep it in mind when designing for players.
Map design is pleasing to the eye imo. I think it's cool. I liked the way the map flowed for the most part. It's the first map, so it is what it is, but the best strategy is big ball of death, which gets old.
Holt just shows up doing 19 damage with 5 peg knights? Hmm.... All the other enemies up to this point were pretty weak. That was a big jump in damage and movement potential. I lost my archer and didn't realize. I could have avoided with better play though.
Burgh animation is really slow, which is a little annoying imo.
Jam promoted randomly when a voice started speaking to him... I don't know why. I don't like that I don't know why he promoted. I also have no idea what the different classes do, so picking wasn't really easy. I just picked swordsman, no idea if it was a good/bad choice, or even what kind of choice it was.
Overall, good UI.
"They kept a healer in a town hall" where is the town hall? Is that a recruitable unit? What does that mean? (event on first map at bottom house near boats)
So far I'm having an ok time, but there was a lot of dialogue I didn't care about between maps, and by the time the next map started... I just wasn't into it anymore, especially because it looked like it was going to be a slog with only a single end goal.
I liked the music on the first map. The song on the second map (player phase theme), I hate it. The trumpet sounds terrible. It's kind of busy and distracting. A good song for a power spike or story moment, something climactic, but if it plays the whole map I will go crazy.
Lots of empty space on the second map. I'm going to have several turns of moving through empty stuff in the top left corner. Once you get to the city, the map design is somewhat engaging. Why place someone by themselves in a deployment spot at the bottom of the map? Could be good or bad, I personally don't like it much. The mercenary recruitment idea is neat, hard to say if it's balanced or not because I didn't play with it enough.
Overall, combat is not too hard, but I do have to think. Sometimes certain units seems really OP, while others are steamroll-able. There aren't really side objectives, which can make maps feel linear (maybe happens in later maps?). I don't have a lot of reason to care about units because there isn't a lot of quality narrative going on. I don't feel invested in my units. It could just be early in the game though and if I played more that would change. This brings me to my biggest criticism. I feel like I'm playing fire emblem, but with a worse narrative. The map design isn't particularly challenging, but it's in a good spot where I had fun the first map. As I began the second map, I didn't really feel like I wanted to play it tbh. I just didn't see a why. I didn't care about the story or the characters, and while it was decent, the gameplay didn't suck me in to the point that I wanted to keep playing without a story or characters or side objectives that engaged me. Map design is visually pleasing with the use of the RTP assets. You did a good job on visuals for the most part with the RTP assets. Couldn't figure out how to recruit people (if recruiting was even a thing). Map design from a combat perspective was ok. Didn't excite, nor did it bother me.
Overall, good job finishing a game. There were moments of fun, but the game ultimately didn't really excite me. It seems like standard fire emblem with a few tweaks, and there isn't any one feature that really engages me or stands out. I left feeling very "meh, it was basically an FE game that was ok-ish". Keep polishing, and maybe consider how your game can be unique. Why would i play this over other FE games or SRPG games? What new experience does this bring? What thing about it is better that really sucks me in? So far, this question has not been answered.
Again, good job making the game. Much of this can be fixed with polish, hard work, and feedback.