Cute game! The combat tutorial in the beginning was very wordy and my eyes started to glaze over halfway through it. The words could be cut down to half; the icon tooltips and visual feedback during real fights already do most of the heavy lifting in teaching the player.
I liked the concept of slimes spitting out weapons, but in practice a lot of the items felt the same, just with different numbers. It seemed like there was a cool elemental system, but with no indication as to what enemies are weak to I couldn't strategize around it.
The loot screen felt kinda clunky, and with so much loot to collect I just gave stuff to my party randomly. Strange that each character has two inventories. I'm guessing the left one is their active inventory?
This may have been just a constraint for this small version of the game, but I really liked the linearity of it. Having the characters automatically walk (ooze?) down the path made it feel quick and easier to get into the combat, which is the main draw of the game.
Good luck on your development!
Viewing post in Hungry For Loot jam comments
The tutorial is a work in progress. We are trying to find the right balance between explaining things that people say they did not understand, and not being too long. We also want to add one for the inventory screen, which will likely use tooltips popping up to explain the various areas. You can currently disable the tutorial in the settings, and we plan to add a skip option when it starts.
In combat the player info is at the top left and the enemy info is at the bottom right. The name is in the middle. Above and left of the name are the affinities/elements the character is strong with, while above right is what they are weak to. Early game most are only weak to Death, and enemies don't have many strengths. Below the name shows any armor affinities they have. You can also click on the info box to get a full screen stats screen. The 2 screenshots to the left here with blue background are the stats screens. Actions and items also include their strong and weak affinities, if they have any, near the bottom of their tooltips. We also just added the Slimes' affinities to the inventory screen to help pair up the item affinities to the Slimes that can use them best. This was added just before final submission, and the screenshots haven't been updated with it yet. Early game the numbers are all small, so they don't have a major effect on most enemies. The mini-boss in the town 1 encounter would be the main one where the difference in damage can notably make the fight easier to handle.
On the inventory screen, the bottom left shows the Slimes' belts, which is what they can use in combat when it starts. The bottom right shows their bags. When they use an item from their belt in combat, it is replaced by one from their bag. The top right is the shared bag. If their personal bag is empty, they will pull from the shared bag.
The game is linear and designed to use the auto-movement system that is currently in place. It is meant to be simpler and faster paced. We are currently working on the story mode, but also plan to add an endless mode.
Thanks for playing, and the feedback.