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I must say that it shows that you have improved as a developer. Both with the engine and in the gameplay. It's a neat foundation for later updates. I especially like the sliding as it gives a faster gameplay than most of the RPG Maker games I see around here. And fast gameplay is good gameplay.

The only problem is that this game is still too empty. Not because of the barren landscape, that there is only one enemy type or that it doesn't have an objective yet, but because the enemy spawn rate is way too low. After you reach level 5 or 6, the spawn rate for constant leveling is so slow that you have to run 30 or 45 seconds to find a slime that you can take down in one shot after training strength twice for 10 % of a level.

I would strongly recommend that you should work on keeping the player hooked on grinding to see the growth before you add anything else. A little algorithm for enemy groups or stronger enemy versions would highly benefit the gameplay.

Overall, I'm excited to see how this game will develop as it is much better than your previous game.
(+1)

Thank you for the kind words! I know of this problem, but as I have decided on revolving the next update on enemy spawning, it will greatly be improved when it is out. Also, keep in mind that the slime will be the weakest and thus the enemy which gives the least amount of XP. As more, stronger enemies come, it will become easier to gain the requirements to level up.

This is what I meant by focusing on enemy spawns and enemy variations. This will entice players to keep playing until they encounter the stronger enemies. I would recommend experimenting with what types of slimes you could add before adding new enemies like goblins or the like. Larger ones, smaller ones, even changes to the color palette would be beneficial as I've seen you need help with sprites. This will be a good base for new enemies.