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!