Hey there! This is a pretty great start, as far as 0.1 versions go.
I'm always a sucker for nicely done in-game status effects, and the associated "do you spend time healing that or do you try to punch them before they get you" tradeoffs.
To kick off some constructive criticism, a few notes from a first playthrough, in no particular order:
- I found the snake boss before I did the slime quest, which may have led to strange story effect? A dialogue along the lines of "found one, now where are the others" without me having any clue what they're talking about yet
- Getting knocked out in combat and then re-playing the fight puts you back on the map, but doesn't seem to despawn the enemy you ran into to trigger that fight, meaning I immediately re-battled them
- Regen mechanics seem a little unclear: The 50-energy move is a decent HP restore, but there seems to be some per-turn HP/MP regen that I don't recall being explained
- The burn status effect is really powerful against bosses, probably a %HP effect that ticks a bunch on beefy enemies
- Being hit by strip while already slimed doesn't seem to do anything - kind of expected, and useful for balance, but might be worth a brief combat text of "but bounces off the slime!" or something...
- The TP wheel seems to start out graphically unfilled sometimes at start of combat (just after rest?) even though characters have 100TP.
- Rescue is usable on self, although I think it was described as "can help a teammate" in the intro. Not sure which it should be, for balance.
- The manor repair mechanic is a bit underexplained, maybe it needs some way for the player to get an idea of progress?
But this is an awesome first showing! Can't wait to see where this goes. I'm always up for more and creative mechanics, and there's so many of those to be had in this setting (I can spam some ideas later if needed). I'm usually not much for click-through graphics/text, but if they're going to be the quality of those in the game so far, I'm not complaining.
Rock on!