The intro is quite nice and the gameplay is smooth and intuitive.
One thing that bothered me was the fight music persisting when assigning the loot. Didn't bothered me during the fight (tho that may need to be looked at as well, after a longer playthrough it may become repetitive - if it is the case that means that the music is too short - had to change the music in my game for the same reason).
I didn't observe how many settings there are until later on. Finding out about travel speed more early would have been useful as I found it a bit slow (the others, I didn't really pay much attention to).
After playing it a bit longer I found myself craving to drag and drop items instead of selecting the UI boxes.
When moving a item into the slime inventory the item remains selected, leaving the tooltip active. This just increased my craving for drag and drop =D.
There is also a "huh" moment when getting to level 1. Somehow expected something to change, but it didn't.
Probably adding bosses between levels in the future could mitigate this problem.
Good job! It looks promising.
Viewing post in Hungry For Loot jam comments
I can agree that the combat music should end with the fight and not persist on the inventory screen. This will be changed with the next update.
We like to offer people a lot of control on how the game is played, but default to high accessibility. The game is meant to be played entirely with mouse or touch, but also be fully playable with just keyboard or controller. Certain design choices were made to accommodate this. We are considering adding an option to allow drag and drop support at some point, and have it partially implemented already. As for the tooltip remaining visible due to the item being selected, this is for keyboard/controller mode and we recommend turning it off in the Settings when playing with mouse. The option is called "Focus Tooltips" and is on the "Gameplay" tab. A tutorial will be added with recommendations, but it is a bit further down the to-do list.
We will be increasing the default speeds in the future, as we also play with both sliders at max, but also want to allow for not feeling too rushed for those who would prefer it.
The inn, where you heal and level up, is meant to be a town, with more to do. There will be a shop, and story events (including mini-boss fights), at towns. Adding story events is the next big update we want to finish.
Thanks for playing, and the feedback!
So I played the new version. The drag and drop functionality felt nice. After a few turns the tooltips still bugged me a little so I was thinking to recommend rightclick for tooltip but when I clicked on rightclick I realized that it sends the item straight to the slime inventory.
After I discovered rightclick I kinda only used that option since it is the fastest.
Idk if it was there in my previous attempts but this option feels the best so far.
I also observed the increase in traveling speed. I have mixed feelings about it.
On one side I like it on the other it makes the game feel a bit rushed.
I do prefer it faster tho.
Good job realeasing a new version so fast! I'll keep an eye on the game updates.
The right-click quick-move is also new in this update.
For the tooltips, you can temporarily hide them by holding Shift. You can permanently turn them off in the Settings, on the Gameplay tab. We recommend turning off the Focus Tooltips for mouse, and using the Hover Tooltips, though you can adjust them for your preferences. We left both on by default to ensure the details were shown no matter the input method used, as we've found that in jams many people won't look at the settings before starting, especially if they don't understand or enjoy the game enough on initially playing. We will think on it a bit more, with a favoring toward mouse and touch in our defaults in the future, as that is likely the most commonly to be used.

We kept the travel speed lower initially for gameplay feel, but also acknowledge that a lot of people like faster paced games, and after playing a while it felt too slow. Perhaps once we get the story in, the slower pace will feel better. We will continue to adjust based on feedback, and our own experiences. With the ability for the player to adjust both the game speed and the travel speed (in the Settings and on the Pause Screen), we are hoping to accommodate most people's preferences. At 50% travel speed, it is slower than our initial release at 100%. We may keep the base speed where it is, but set the slider down to around 80% or 90% by default, allowing for the faster pace for those who want it, but giving the initial play more of the pacing we had originally intended.
Thank you so much for trying out the update and providing more feedback!