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(+2)

It was a really fun game. I generally tend to like party-based RPGs with turn-based combat, so right away it was something I was eager to play.

I also really enjoyed the idea that you play as a slime - a creature that in many games is usually the most basic enemy. Turning slimes into the protagonists while fighting human enemies like warriors and archers, who are typically player characters, is an interesting role reversal.

I think the way the characters move themselves from battle to battle on their own, with the player only controlling them during combat, feels more suited for a mobile game than a desktop one. I also think that any break from this scheme would instantly make the game a lot more interesting. For example having special designated places for campfires sometimes between battles where the player could take a break, use healing items, or interact with the party in some other ways. Similarly, instead of automatically doing things for the player in towns, it would be nice to be able to choose whether to go to the inn, visit some kind of a shop, or immediately leave the town.

In some places, I felt there was a bit of information overload, especially at the beginning when you’re still learning the game. Even the pause menu partially has this problem. Although, knowing all the controls is nice, when I first opened the pause menu I didn’t know what I was looking at or what I was supposed to do or what I could even do in it, there was just too much information at once. Also, I’d like to be able to change settings directly from the pause menu instead of having to exit the game to the main menu to do that.

Another thing that might slightly suffer from the information overload is the tutorial. Overall, I didn’t think it was that bad, and I liked the idea of having a trainer explain the mechanics, but it could use a small refinement. Also, even though affinities are mentioned in the tutorial, the information about them didn’t stick in my mind and I almost forgot about them the moment I started playing. I ended up finishing the game without paying much attention to both the affinities and the kind of items I gave to each party member. I just threw all the items I got after a fight to the inventory of the slime that had the least amount of them. Maybe showing the effect of the affinities in some way actually during battle, through some animations or visual feedback, would be helpful.

Similarly, even though I knew the way Tanko’s Guardian ability was supposed to work, I didn’t really use it after the tutorial, because I wasn’t sure which party member Tanko would be guarding. Since the tutorial only had two characters, there it was pretty straight forward, but I didn’t know how it was going to scale to four characters. The Guardian ability is most useful in situations of danger when you might lose a character, and since I didn’t know how it worked, I just didn’t want to risk it and simply used defending and healing. That’s a shame, because I think it’s a really cool ability.

The most important thing - combat - was quite intuitive and fun. Although, the screen you’re on after winning could be made a bit less dense. Labeling the big boxes/containers on this screen would also help a lot. The first time I saw this screen, I was a bit lost and didn’t know what each thing was. I clicked the question mark button, but again there was just too much information, and I didn’t want to read all of that (even though I’m usually the type of player that doesn’t skip anything and reads everything), so I decided I will figure it out on my own. I think many of these systems could be taught more diegetically, rather than through large blocks of text (you might want to look up “diegetic tutorials” and watch “Half-Life 2’s Invisible Tutorial” by GMTK).

I really liked being able to see what enemies are going to do, since it adds another strategic layer to the combat, and unlike in other games, it actually gives some utility to the defend option. However, later in the game it might be interesting to introduce some mechanic that would increase the difficulty and counterweight this system. Maybe some additional abilities for the enemies?

I also really enjoyed the first boss battle. It was the first (and only) time I died, and it forced me to actually start paying attention to what I was doing.

As a small side note: the description of the blue berries (“A berry that enhances your spit”) made me think that using it would enhance the spit attack on the next turn. It also took me a bit of time to get that the slimes don’t actually “use” items, but eat them in order to attack.

Overall, it was a fun game with a lot of potential. I’m looking forward to playing it again when you release future updates.

(1 edit) (+1)

Thanks for playing and such detailed feedback!

This game has grown since our original plan, but was intended to simplify certain things and be a bit faster paced than a typical RPG. The linear auto-movement was one of the choices for this, rather than free exploring. We are releasing this on mobile as well as desktop, so everything is designed to work on both, which can sometimes limit our options, or require creative solutions. There are several features yet to be added that will give the player more to do. Towns are planned to get more interactive components. Some will be tied to events, but we also want to add shops, taverns for additional flavor text and quests, and the inn being optional, possibly with a cost. You will also interact with the Traders to decide how much and what loot goes back to your clan, rather than just saying things are sent back. We also have an idea we want to implement that we expect will take a lot, but would add a lot. You will be able to use items out of combat on the inventory screen, but will have a hunger/fullness stat that limits how much you can eat. Actions in combat, and walking, will use up energy, reducing fullness, and allowing you to eat more. This system is tied to consuming items having additional effects, such as boosting stats, so we don't want players to be able to just eat a bunch between combat and being over-powered for the next fight. There are a lot of details to finish working out for this, but we do want there to be more for the player to do between the fights.

We have heard others comment on there being too much info at once. We are working on an upgraded tutorial based on popups next to each area with basic details, instead of the large amounts of text at once. There will also be a tutorial for the inventory (post combat) screen. We also plan to add some tips into the flavor text, such as when you get the first few berry bushes it will mention who is best suited to that berry's affinity. We will see about rewording the tutorial text on the Guardian ability. It guards all other party members from all single target attacks for the turn (enemies will change their targets to Tanko when it is used). The upgraded version, which you get at town 10 (not in the current demo) protects everyone else from all attacks, including group targeting spells.

We will correct the berry descriptions. The text "A berry that enhances your spit" was our original placeholder text and had been updated, but must have been reverted at some point.

Currently the settings are not accessible after starting as some of them are only read at the start. We need to rework things a bit before we can offer them in-game.

The icons showing the enemy actions and targets were requested in earlier jams, and sounded like a good idea. They can be disabled in the settings for a different play style. We do plan to have some enemies later that can conceal or deceive with the icons. There is a final boss for the game (at level 20), which was in our earlier versions before we started adding story. The boss does have a couple extra abilities, and we will be expanding that system to add more abilities to other enemies. The original jam theme was "Consume", and we had planned the game to be all characters on both sides just using items. Then one of the kids asked if the players could be Slimes, and we changed it to them eating the items, and freed the enemies to have normal attacks and other abilities. We just haven't implemented many yet, party due to the low level enemies not having need for them.

Thanks again for the great feedback!