Thanks for playing and the feedback.
We have more planned for the game. It will not be open world for this game, as that would add a lot more content to create, and we want to focus on getting a story game finished before moving on to a bigger one. We like to have detailed characters and a lot of depth to places, so an open world would be a big undertaking for us. We are thinking of adding some choice of the path the player takes. but the paths will be headed toward the same goal. Optional quests are also planned. We only recently added the initial quest system, and need to add more quests.
We need to work on the damage calculations and figure out a good way to predict damage for the player to see an estimate. Right now we don't have a good system in place for showing things clearly.
You do not equip weapons for the Slimes. Their attacks are spit based. You eat the items, which powers up your next spit attack. This game was for a jam where the theme was Consume, so the Slimes consume the loot for their attacks. Being Slimes, it also would not make sense for them to be equipping human suits of armor. The enemies are human, and do have normal human equipment. Later in the story the Slimes will be able to get some armor and other, limited, equipment. Mainly, we plan to let them use helmets as full body armor. Currently the descriptions for all items are based on how they would be used by humans. We plan to add a secondary description for the Slime use as well.
Different people have different strategies. Some like to defend, others skip it. It is a common ability in games, so we included it. It is not something that is going to be used every battle, but may be needed at some point when HP is low and no healing is available in time.
Hover tooltips are drawn above the button, if they go offscreen, they are redrawn in an onscreen position. The size is not calculated until they are drawn, so they show for a frame in the initial position, causing the flicker. I plan to get back to it and add some extra logic to try to better predict if they will be offscreen in advance.
We will take a look at the skipping. Our recent update did make changes to the dialog system. We tried to test various combinations of skips and clicking through, but may have missed some.