Thanks for playing and the feedback.
We do want to improve the inventory flow. We have had other comments about automating the inventory process, but the problem there is that there are many ways to distribute the loot, depending on play style. We are trying to figure out a way we could implement such a system that would give the player freedom to play how they like, but also not be too complex, both for us to create and for the player to use. The best option we've come up with so far is going to be a difficulty setting that will remove the need for distributing items to the Personal Bags, as each Slime will also be able to use items from the Party Bag for their abilities. We like the strategy layer of needing to decide an optimal split of items, but also can appreciate the wish for a faster flow in the gameplay.
We used to have a combat tutorial in the big open area right after your initial dialog, which is why we have that big area there. People found it overwhelming, so we replaced it with the Training Hall. The tutorial has not been updated for the changes to combat, but may return as an option in the future. Still, while it is combat, it is a scripted tutorial combat, so may not quite be what you are wanting, if you want to get into the action. With this being a story heavy RPG, the opening does give players a feel for what to expect.
We appreciate you taking the time to play and comment, even though its not your style of game.