I completed the latest version of this game.
Since I have mostly commented on gameplay and all so far and you mostly know my thoughts on it, today I will be nitpicky about the UI and some other elements of it.
(I will mostly be nitpicky because I really want to see this game succeed.)
New animations
I really like the bouncy effects for the new slimes walking animation.
There is definitely a lot of work put into the visual of this game recently and it shows! All of this is quite nice.
Slimes
I think you might have to add some more personality to the slime sprites over the color changes they have. I know the dialogue distinguished them beyond the colors but we might have to go one step further. Maybe some item they have on them that they donât consume? Like a hat or a bow.
Maybe this goes against the rules set up for the universe but something to consider.
UI

There is a blue box on the top right. This does not do anything. I am confused as to why this is the case. It should definitely be hidden while any info is not presented.
The name of the character has too much white space around it and the AP info is all stacked in the right of the panel. The AP info can easily be spread out making better use of the white space around the name.
I do not like the colors of the combat log. (This could come down to preference)
And that brings me to a new point. There seems to be something about the UI that does not go with the rest of the art style in the game. Art is all pixel while the UI boxes are sharp and rounded with vectors. They also have no textures, this creates a disconnect.
Maybe we can have some pixel themes UI boxes? With color schemes more matched with the world around?
I think this could greatly work towards making the game look very polished!
I liked the abilities and how similar ones are bunched up into buttons. I also like the animation of opening and closing these abilities.
Towns
The towns seems large now and populated. Maybe when we select a location within the town like âpubâ we could se an animation of slime travelling to a new house within the town? This could also allow you to show the NPCs that can be interacted with. Clicking on them could allow the dialogue boxes to open up. This small change could make it feel more like an explorable town which is a reward for fighting all the enemies.
Since we already have the sprites for it and animations, It would just be bringing them to the overworld.
I thought a bit more about this and I have noticed a reason why I always have feedback for towns.
In games like Pokemon, where unlocking new towns is a dopamine hit is because you can explore the, and thereâs that feel of having been rewarded.
While we have all the components here that CAN actually allow this we donât feel rewarded enough. This is probably because we canât really interact with the town in any way beyond the dialogue boxes. So they end up feeling like rest stops instead of genuine rewards.
What pokemon also does brilliantly is that talking to NPCs gives random items sometimes. I have not received a random item from talking to nay NPC yet. This creates a feeling of âexploringâ the town and interacting with it such that it feels rewarding.
Maybe this can be added? Especially in a game this item focused it would be a good addition. Like, âThere are armored folks ahead. I got this armor from fighting one of them. take it I have no need for it.â
Essentially I am looking to make towns feel like rewards rather than rest stops.
Random collection of berries
In the last two patches this has been removed. I never had any strong feelings (positive or negative) about it and I donât miss it now that its gone either. I almost forgot that it was a thing in the older patches. Was there a specific reason to remove it?
Dragon and final fight
I have probably mentioned this before but I really like the dragon poking out from behind the rock! Its trying to hide but canât really which makes it look cute.
The final fight in normal mode is only made lengthened by that one dude with extremely high HP. Apart from that it is easy to clear the small fry.
It is quite fun to spam strong attacks back to back. Tanko also really shines here by ignoring most damage done to him and the party mostly reaches the other side unscatched.
New update
Overall, a pretty solid update and I see the amount of work that has gone in. This always surprises me.
I do hope my nitpicks have helped you identified potential areas that can be worked upon!
