Playing as a slime was a nice role-reversal and I can see that framing a nice broader narrative. The systems are impressively deep and I can see all the work put into stats, inventories, and the flow of combat.
I enjoyed my playthrough but did get a little bit into a rinse and repeat formula of using default attacks then the character special abilities, and that only fell apart against the 100hp Knight squad at the first town. This felt like the intuitive way to go for me as using consumables feels wasteful against normal enemies, so my brain was trying to minimise resource loss while still surviving. In some ways I feel this butted up against the overall mechanic of having lots of unique items you use very quickly to overwhelm the enemy (after all my inventory had LOADS in it by the end. I could see a couple of roots here: either allowing the sale of items to facilitate level ups etc or the total removal of default attacks/specials to be replaced purely by loot-based attacks. Both of these would have made me consider and use loot differently.
The flow and gameplay was all pretty intuitive and clear. I would perhaps increase the size of the forecasting icons above enemy heads, as I forgot about them because they're so small and low contrast. Similarly some icons were quite low-contrast and hard to tell between their cooldown and available state. Beyond those minor things, the flow and my comprehension of what was going on was good.
As someone who's not a huge fan of this genre in general, one thing that would put me off would be the intensity of the menus. There's a lot going on when you enter the end round menu with characters, items and other things all showing up in panels at the same time, taking up loads of space and presenting loaaads of information. For me this is a little too much, but, as mentioned, I'm not a huge RPG or turn-based player anyway. So could just be me.
Good fun overall :)
Please give my game a go if you get the chance!