Thank you for the compliments!
The overlapping of tokens with slime tiles was intentional, because fighting a huge blob of acidic goo should be a dangerous undertaking ;) The idea was that all sorts of enemies each have their own "hazard" tiles, such as the phalanx also having a shield tile that you have to bash through. It gives the combat system a bit more extra depth. Instead of just rushing across the grid to get the most tokens, you also have to consider sacrificing health to do extra damage or get more defense, or to carefully plan your path around the slime.
Adjustable loudness of sounds and a mini-map were less intentionally ommited, but the result of limited time. But glad you're able to see the charm of "ye olden" dungeon crawlers where mapping was done by physically drawing the map on gridpaper ;)