I managed to reach the next village but got annihilated fighting the boss with the knight armor :D
This is such an ambitious scale for a game jam, The game still needs a TON of polish to make it appealing. But,, I think you did a good job on implementing the basics for what looks like a turn-based RPG game.
Here are some of my thoughts:
- I feel the game is too relentless since I don't see any opportunity to heal between battles.
- Having to re-shuffle items when I don't see the one I want is frustrating. It feels like I am being punished for not doing anything wrong. Since I am used to classic jRPG like Final Fantasy, being able to use all available items when acquired is just more natural (with the exception of FF Tactics)
- Operating loot assignment after each battle is kinda confusing. The tutorial has too much text at too short period of time. Instead of text, I think adding auto-assignment to loot will make it simpler.
- Again, the initial tutorial is kinda long-winded. I am happy that you at least include the option to skip it. But making it shorter for the next iteration will be sweeter.
Just my two cents... If you are planning to make an RPG with epic story and such, I think you should first make the game less punishing and do less battles in-between story beats. Making your main characters as slime is very hard make it appealing, so it needs a LOT of polish to the visual to pull it off. Right now, the slimes only differ in color so it's difficult to distinguish between who and who.
Good luck!