Thank you for playing and the great feedback.
The game was planned to be a story heavy RPG, with a story opening sequence. For jams and demos it is clearly not working well and the game has started to stray from that vision. We are planning to split the intro out into a prologue, and let those who don't want as much character building to get right into things, starting at, or after, the initial town's Inn. We've gotten mixed feedback on the story. Some tell us there is not enough and they want to have more personality and getting to know the characters, and then those who want to jump right into everything else. Our current state is in the middle and not good for either group. The Lite story mode was meant to give players who want less story that option, though it was done quickly as a cut down version of the main story mode. We need to redo all the story aspects to try to give more draw with fewer words. We will probably try to add more animations and other things to replace some of the text. We are considering dropping the full story mode for a while as we focus on other aspects of the game, and then come back with a revised story mode that better presents things.
We will be reworking the tutorials to show less initially. I've started working on toggleable help popups to replace some of what is currently in the tutorials. You can see the first of them in the Inventory and Traders' Depots, by clicking the question mark at the bottom left. The overall tutorial system is being reviewed for how to best overhaul it to streamline conveying information, and allow players to get more over time.
I can see how the button border does look like a faded version of the panel borders. We will take a look at the coloring and see about updating things to be a bit more clear.
We primarily use Vivaldi (Chromium based). We will do some more testing with Firefox and see if we can replicate the lag you experienced. We did recently add some extra calculations to the tooltips for abilities and items, so some of that could be causing the lag, though I didn't think they were too complex. This is the first we've heard of lag on the tooltips, but they are important and we will look into this.
The ability buttons are color coded based on the type. Red is for attack. Green is healing. Blue is defense and others that don't fit into the other 2. Yellowish is new, and only Mindy has it for now. It used to toggle groups of other buttons that are related (ie. elemental of similar tier). When an ability can't be used it is faded out as if disabled.
We have heard a lot of feedback that the game is far too easy. We are currently playtesting a difficulty update that will be out in the next day or two. We wanted it to be easy for jam players, but now that we have difficulty settings, the Normal level should be more in line with where we want the game to be, and those who want easier can choose it. We really should have updated it when we added the difficulty settings.
Thanks again!