It's about time slimes got some love. My feeling here is that some parts of the game show a great deal more polish than others. The menu, for example, felt really polished and professional. But the actual gameplay did not--the controls were nonintuitive and hard to use (arrow keys to move, yet attack keys are still next to WASD; difficult to hit Enter repeatedly while your hand is on the arrow keys; difficult to aim anywhere but the four cardinal directions), and the interface was unhelpful (stat bars are unlabeled; difficult to tell where you're aimed; enemies have a bunch of different stats but no explanation of what they mean; yellow bar over the character seems to never change?).
It's a good concept for a game, but I think it would benefit a lot from a few more rounds of prototyping post-jam.