Thanks for playing and the feedback.
There are several options for dialog speed, including showing all the text immediately. We do not currently have anything for auto-advancing, though will think about it. The game is story rich, so we are working on trying to find the right way to present those story sequences. Part of the thoughts on going with a more standard JRPG style is to allow separating out the story a bit with more player control in between and player choice of who to talk to.
We are needing to do some rethinking on the inventory with the change to remove the inventory management on the default mode. Normally you would see the Bags for each Slime and be transferring items around in there. It also lets you see details, if you want. It does feel a bit excessive when the inventory management is off, but it seemed like the best way to do things for now until we really get a feel for what this change means and how to best update the UI for it.
We will look into the Filter UI to see about making them more clear.
The popups were longer, but then things changed so that you were getting a bunch at one time and they felt like they took too long to get through all of them. The main purpose of the popups is just to let the player know their is something new, and they can go into the Character Details to see more. We may need to rework it a bit more to find the right balance. We have already discussed adding a setting so players can adjust how longer the notifications remain, and possibly the size.
This demo was designed to give players a fast intro to the game, so it was accelerated from what the planned normal game would be. That Demo Dragon boost was especially meant to be a major jump so we could show off tougher fights and later abilities.
The main thing we are thinking about for changing to a JRPG would be the movement changing from an on rails side-scroller to the normal freedom of movement of a JRPG. This would impact not just moving around, but how the player explores, how they interact with NPCs, and how the story would unfold in scripted events.
We are looking at options for making leveling up feel better. Being able to distribute skill or stat pints are among the things being looked at.
We've had the suggestion of starting out with a single Slime and adding more over time before. The problem is that it does not fit into the story. That is one of the reasons we are looking at roguelike aspects. In that style of game with less focus on story we could have the player start with just one character and unlock more, and a larger party size, as they play.
Thanks again for the feedback!