Final Fantasy V Advance - The Merged World. Heading to the Pyramid.
Exdeath and the Crystals were hard to fight, I had to look up strategies for them. Still, I enjoy this sort of challenge from a turn based RPG. It doesn't require aggressive grinding (it does require a bit of grinding but you can't avoid that), but it also isn't a cakewalk. This is a very hard balance to achieve, however, so I'm not shocked a lot of non-Square JRPGs don't go for this.
Exdeath's Castle was so hard though. I used a bit of savestates for time saving purposes. Got Catoblepas and Carbuncle either way.
Galuf's death kinda hit hard, sadly could not shed a tear due to testosterone though, the big issue of having it in your body, imo. Wish I could cry outside of really painful stuff and still be kind of guy-adjacent. :\ Do take note this isn't meant to be gender essentialism, me wanting to be able to show emotions more clearly is proof of that enough.
Krile is great though, I will protecc!
Current Loadout:
Bartz - Dragoon, !Time
Lenna - (MIA)
you know she'll come back
Krile - Summoner, !White
Faris - Dragoon, !White
EDIT:
Romancing SaGa 2 - Fiends' Cloister, the Deep One extermination and Canal Fortress done. It's actually kind of less absurd when you remember to fight some monsters as you go along (being careful not to go overboard ofc), and keep some of the Balms in your Imperial Vault handy for the battles.
James did get permakilled (at least for this loop of recruits I think?), but the Vicar and Gelatinous Matter went down easy, the Deep One is always a cakewalk if you're properly leveled.
Doing Ludon Mines next, maybe the East and South Oubliettes (and opening Dantarg's dungeon for now) for levelling up purposes, and to fuck over Dantarg, and then dealing with the Nuono Armed Merchants through infiltration by Cape Chalier. I'll keep a safety save in case dealing with the South Oubliette and getting Nazelle part of the empire (and getting the ability to recruit Saigo Clansmen) makes me jump a generation.
/END EDIT
yooooo good shit
The evolving strat you're using reminds me of promotion strats in Shining Force and Fire Emblem (and their clones), it's usually better to get as far as you can (the max is Lv20) with your starter character before promoting them (you can promote starting from Lv10), as it gives better stat ups along with the boosts you get from the promotion by itself. Promoted characters don't get as much boosts from level ups. It's a fascinating little detail that adds some strategy.
This is taking into account that grinding is much harder in Fire Emblem, due to the main sources being the enemy units in each campaign map, as well as the arena battles where you can die in unless you manage to go for the lowest bets possible each time, the latter being why I feel like savescumming my way out of deaths in arenas takes a bit too much from the challenge.
Meanwhile in Shining Force, grinding is much easier, but due to the more lenient difficulty curve and lack of permadeath it's much less necessary and really there if you're struggling, it's more of a lighthearted game in the vein of Dragon Quest with regards to plot (I believe I heard SF3 goes places though), while FE isn't very deep at all either, but it tries to be a bit more grim in spots.