Thanks for playing and the feedback.
You start out in a Slime town, and the nearby one is also a Slime town, but as you continue you will reach towns with Slimes, Humans, and other races, with Slimes becoming less common the further you go. It is only a new group of Humans that has recently come to the region that are a problem. The final "boss fight" of the current version is in a town where Humans and "Monsters" live together.
Each of the party do have their own personality, and we are working on refining the story to show more of it. Some of that will come out as you progress further, but we clearly need to take another look at the intro sequence to show more of it, as you are not the only one to say that it is not coming through well.
While I like the idea of different races that are often considered "Monsters" being in the party, for our story it is your specific clan of Slimes that has the ability to consume items to gain power from them. Our combat system for the player is based around this concept. We would need to come up with a reason all these different races had that ability, or create additional combat mechanics and UI to allow for the different party members. That would be a lot of extra work, so wouldn't fit in our current game. You will see and interact with various other "monster" races as you travel. We are currently doing a lot of work on art. As we complete the art for them, you will be seeing additional races appear.
For the tutorial, are you referring to the Training Hall, and/or the popup tutorials when you first get to a new screen, such as the inventory? There is a lot to the game, and we previously did have a dedicated tutorial for combat that was interactive, but most players felt was overwhelming. We added the popup tutorials to show the basic UI elements and give a brief summary of what each is for, though they do need some reworking. As features have been added those have largely gotten only quick updates, instead of a full redo, and are currently a bit bloated.
The Training Hall was then added so that players can go at their own pace. You can read up on the topics that are of interest to you. We have Training Halls in every town, so that if you don't retain things and want to read more later, or reread something, you can do so whenever you are at a town. Storywise we were only going to put them in larger towns, but for gameplay they are at every town so far. We are also debating changing them from being tied to the towns, to something you can access while travelling as well. They are also the first place you get to interact with the various races, as they get added to the game.
The inventory system has several ways to move things around, partly to support a wide range of input methods. Part of the reason the inventory popup tutorial is so long is to accommodate explaining the many options. It seems that the quick transfer system is getting lost in there as most people seem to miss it. We will try to make it more prominent. Since you mention drag & drop, I'm assuming you are primarily using keyboard & mouse. For that input method, the fastest way to distribute loot is you use the right-click quick transfer, which is also what we primarily use. Just using right-click transfers the entire stack. You can also use modifier keys when right-clicking. Shift moves half the stack. Ctrl is a quarter. Alt evenly distributes the stack to each member of your party. We plan to add more options in the future. The next will be a bulk transfer that will move all visible items, and is meant to be used with the Filters.
The item distribution is meant to be part of the strategy layer of the game. It is meant for you to learn the strengths of each character and decide how best to spread out your loot to be prepared for combat. This will matter more in the future as more of the personalized abilities are implemented, but already you can influence the difficulty by how you distribute your items. We have had people say that they find distributing the loot repetitive or otherwise more annoying than fun, so the next release will include a setting that allows you to ignore it by giving the Slime abilities access to the Party Bag when choosing an item.
Glad to hear the combat UI is intuitive. Those systems were overhauled not too long ago, and there are a few more planned features yet to be included. There are also some options for speeding up combat using the modifier keys (Shift, Ctl, Alt) when initially clicking on the button for an ability that can allow you to skip steps by using defaults.
We have plans for some updates to the story already, but will take another look to try and make the earliest parts more engaging. The tutorials/Training Hall will be getting many updates in the future as we add more features with initial descriptions, and then go back over and refine that initial version.
Thanks again for the great feedback.