Hey, playing as slimes fighting humans where you can shoot loot that you pick up is a really interesting twist and I like that part of the game. I wish that I didn't have select which enemy i'm attacking every time I decide what loot im firing. Because I can already choose between enemies at any point in time, it seems like an unnecessary step. The game gives you a lot of information all at once, right at the beginning. There are tonnes of different loots, i'm not sure if it would be better to slow the amount of types the player gets a bit so its not overwhelming (Idk, I don't usually play these sorts of games, so maybe this suggestion isn't useful, it just came to mind). Youv'e got lots of good game feel in, but i'd also reduce the size of the text boxes to fit the text, and have some sounds on text coming up and clicking buttons. Cool game.
Viewing post in Hungry For Loot jam comments
Thanks for playing and the feedback.
There are shortcut keys you can hold while clicking an action to skip the additional selection steps. For example, if you hold Shift while clicking on an action, it will skip the Select Target step and use the currently selected one. We are working on redoing the tutorial to just show useful tips like that, or find a better way to slip them in. We also are looking at options so you can set the default, and the key press would reverse it. We can't remove the ability to select your target manually, as it does have more value later in the game. We will look into other ways to perhaps simplify this process when you don't want to see the extra steps.
The dialog boxes being a larger size fits the style for a story heavy game like this. We do have plans to add sounds for the dialog boxes. We started to add it, but the sound we had chosen didn't work out once we tested in game, so we need to go back and find something else.