This is a fresh update.
This time, I got stuck at the second battle at last city (Wildemore?). I used all the best items I have and still the damage is not enough to finish the enemies. Every time I get their health low, they always heal up to full. I thought, aren't enemies in RPG suppose to have limits on healing items?. Since they always heal, eventually I used up my higher leveled items and left with weaker ones. I was stuck in a losing battle of attrition for 30 minutes and called it quit after. I played the game in total of 1h15min.
I like that the skill selection now filters out the relevant items to choose from. I see there's also a sort of a cooldown system to prevent players using more powerful abilities with AP requirements. This playtest, my strategy would be to select skills/items to build up necessary elemental AP when there are only few enemies left; then use excess AP on stronger enemies. I think it would be good to show the current AP somewhere in the same screen. Right now, I have to open my party member's status page to view the AP.
The sheer amounts of options to choose for using skills is still too much for me. The filtering of category/elements did help in alleviating this, but I think there are too much options being presented at a time. When the enemies are low, I find myself always choosing the basic spit attack without using items to preserve them.
I still have something to say regarding the other questions and will edit this comment later.
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(Addition)
If you were to ask me which I prefer between JRPG or roguelike game, I would choose to "play" JRPG regardless of the game. But that's just my preference of play. From what I can see, I think the game can still go either ways; But I do think Hungry For Loot is leaning towards wanting to become a rogue-like though. Since a lot of the updates are setting up the game to be a rogue-like. I still think it's worth experimenting both ways and decide which one you would prefer developing after having worked both.
Some pointers on bringing JRPG elements (game can still be rogue-like)
I feel there is a slight audio and event mismatch in the cut-scene where you fight enemies in their camp in-between Dandelionrow and the 3rd town (Dawnwood?). So when the cut-scene starts, the music immediately starts with ominous feeling, even though the party members are still questioning whether the humans are hostile or not. With this me as the player will always immediately assume that it will be a battle. However, I think it's worth trying out music with less ominous feeling in it. Playing instead a little whimsical/mysterious music will probably induce a sense of mystery to the player as to whether the humans are friends or foes. Not to mention that it also matches the POV of the party members at the time.
The most intriguing town for me so far is Sunview. Someone mentions this place is a place where sun don't set, even at night. Now, normally in a JRPG, you would then be shown with how the night will really look like when you rest at the inn. But since all the towns are still placeholder, I just felt disappointed we don't get to see how Sunview would look like. At the start of the game it is mentioned that most of the things is in placeholder, but the game is already in Steam Next Fest. Aren't Next Fest games usually near finish where most arts and gameplay are finalized? If everything is still place-holder, I don't think it qualifies to be in Next Fest as it doesn't showcase the final quality of what the game is (sorry for the rambling)
Then there is also Dandelionrow where they are proud of serving foods from dandelions. Please show us how the foods and drinks looks like; make us salivate for them. Or make us disgusted by them. Anything that elicit emotional reaction will be good from a story-telling perspective.
Enough talking about towns for now and let's go back to the combat...
I see all the characters (players and enemies) have strengths and weaknesses, and you can deal slightly higher damage when hitting their weaknesses. I think it would make the combat feel more alive if there are different visual and sound effect for hitting enemies' weaknesses (like the "It is super effective!" in Pokemon games).
But I think I said enough for now, Sorry for rambling bit in-between. But this is a very good update compared to last month! After several months, I'm still intrigued on what the game would be, I so hope you will keep working on it and create a unique experience of playing as slimes.
Cheers! (raising up a glass of Dandelion Wine)