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(+2)

Very well done! This is a great starting point, and honestly doesn't seem that far away from being a full game. The only notes I have are that there is some features that are good on mouse that aren't good using keys. For example, the text pop up works on mouse hover, but doesn't work when the same item is focused through key inputs. This led me to use mouse for combat buttons, but keys for switching slimes/enemy focus. 

There's also some kind of artifacting   when you're in the slime menu. If you hover over an item to see it's description, it populates at the top left corner for the first frame, and then centered over the mouse position. 

The only other thing that I think needs some attention is the affinities system. I think it's a good idea, but not fully there yet. Because the weapons you collect do the most damage, the best strategy I found was to make sure everyone had some healing, and lots of weapons. I eventually started dumping all items to one slime, then the next, and so on. While this is fine, it did kind of take the system for granted instead of making it an interesting mechanic. I think, similar to how you start with two slimes and then go on to have four for the rest of the game, starting with one slime, getting loot very specific to their strengths and weaknesses, then adding another, and getting items very specific to their strengths and weaknesses would help show the way the system is intended to be used.

I also think that being limited just to weapons of 3 types is what made that feel disconnected in my brain. Maybe it makes sense as the holy warriors would only have holy weapons to drop, but maybe something along the road could give me an earth weapon, or  a water weapon. It seems you may have more plans for the road section since it's pretty empty right now? Not sure, but my assumption is that there's something planned that I can click or interact with to get more items while I travel.

The last thing I'll say is that the boss battle felt great. That was a great challenge, and made me focus a lot more on utilizing the defend, and attack order mechanics. As a tutorial, this seems good. For the next level, I think that having higher health enemies with low damage attacks, or even lots of enemies would make the combat choices feel more consequential.

TLDR, great game, great art, love the direction it's going. Everything else is just thoughts and opinions as someone who enjoys the turn based genre. 

(+1)

We are designing this to be primarily played with mouse or touch, with controller and keyboard as a secondary option. Prior to this update we did have the keyboard/controller tooltips on by default, but with this update turned them off. You can still turn them on in the settings. We still need to update things a bit for touch lacking hover.

The tooltips are set to initially appear centered over the button, but if they appear off the screen at all they are repositioned to be fully on screen. Unfortunately, with Godot, it takes a frame for the popup's size to be calculated to see if it is off the screen. I plan to go back and rework this a bit to see if I can precalulate the size better, but for now figured we should focus on some other things first. This issue is part if why the combat tooltips are all in a single place, instead of centered over the buttons.

The affinities will be shown off more as you progress. The elemental potions and scrolls can actually be more powerful, but are rare this early. I'm planning to update the tutorial with more elemental items and having a turn discussing them to show how each Slime's affinities will affect the damage done. We're also going to add some random events to the game, including while travelling. Some will include chances for you to find and forage for the various berries that the Slimes would normally eat, so that you are not just using the equipment of the invaders. We are considering random merchants on the roads, as well as shops in the towns.

Glad you liked the boss fight. We wanted the early part of the game to be easy enough to ease people in and make sure they got to the boss fight, but also wanted there to be that bit of challenge to show what to expect as you progress. The current combat system is designed to have up to 6 enemies at a time, with the number of enemies allowed in random encounters increasing as you progress. The random enemies can be 1-2 levels below the current level, or 1 level above, with larger enemy groups being more likely to spawn with lower level enemies to balance out the larger size. We have a lot of items, but with such a short section of the game you only see a few. Prior to switching focus to the story we had 20 levels with a single final boss fight. We will look at expanding the enemy variety to help keep things feeling better at the lower levels. As you get to higher levels the range of enemy levels allows picking from up to 8 enemies which helps the random encounters feel more varied, and varies the loot better, but there are currently only 2 enemies per level, so at the start you usually only get those same 2 all the time, with a small chance of the 2 from the next level.

Thank you for playing, and the great feedback.