Items feel more manageable than when I've played it in previous IMGjams.
Tense moments: mostly came down to not thinking enough about healing. On the Knight fight, I had very low-tier healing item on Tanko, and then he got focused and I used a healing scroll. In one of the steps of the last fight, I used a minor healing scroll because I'd mixed them up with the other healing scrolls, so Tanko got taken out. Other than that it never felt harder than easy-medium, but it sounds like that's the intent for now.
The tutorial was a lot at once. The main thing I feel like I should know, but don't, is how affinity affects incoming attacks of that element (I can’t remember if there is an effect at all), and how attacks with multiple affinities work.
Story
Tavern interactions show a little about the world, but they felt forgettable / I kinda ended up clicking everything but skimming. And then deliberately started paying attention again around halfway through.
the early game dialogue is a lot of the same stuff. Like we’re immediately prompted to talk to a bunch of people in a row, but a lot of the interactions are very short and uninteresting.
If I expect the slimes to act as just very nice fantasy humans, I rarely get surprised or intrigued by anything that happens.
The main interesting thing in the story is the tonal dissonance between the niceness + cheerfulness together with the fighting + presumably bad things happening where there are humans and not the hero slimes + a lot of humans dying (?) on screen. Characters sometimes express hope that there can be diplomacy, but the invaders are usually treated nuisances and dangers. They disappear as soon as they're defeated, with no explanation, no discussion of captives. Feels like the idea is to depict white imperialists as standard game enemies we don't need to care about. But for me, the way they're not acknowledged after they're defeated undercuts the niceness and makes the game feel eerie.
Core gameplay
I think the game kinda dragged on towards the end, and I started thinking less hard about decisions. Part of that is just playing all of it in one day.
I’m not sure if it would be more fun or less fun if it was actually hard. I think it could easily get very stressful if it was hard enough for the attrition to matter. If it became beneficial to replay fights and try to lose less resources.
But I guess items keep getting stronger, so any lower-tier items you wasted matter less and less as time goes on. That might be enough to quell that impulse.
It’s very opposite from my design philosophy, but some consequences are neat, e.g. healing scrolls feel like they’re an emergency tool at the start, but I can see how they fit in as an alternative to Guardian in the late game, a normal response when enemies make many spread-out attacks.
UI:
In the start, I put a lot of items in the bags, and they weren’t transferred to the belt even though there was space in the belt. It seems like items are only moved from bag to belt when the belt runs out of an item? Or something like that.
I keep clicking an item and then clicking another item, expecting to select the second item, and then they swap instead.
Clicking sort by level while already in sort by level mode results in level 3 (probably just highest level?) items staying the same, and the rest of the items reversing order internally in the levels – e.g. if I sort and then Small Earth Strike is first of the level 2 items, and I sort it again, it will end up last of the level 2 items.
When sorting by a criterion, maybe show dividers where it changes? E.g. when sorting by level, there would be a mark of some sort between the last level 1 and first level 2 item.
Sorting by inventory slot is kinda worthless for slimes.
The inventory opens every time you loot. When looting the chests at the human camp, you first loot some enemies and then loot the chests immediately afterwards.
Cooldowns on the slimes’ abilities could be visible without hovering the button
Using a cookie in the menu puts it into the character's inventory instead (but you can use it in the inventory)