Well, 48-hours later, I finally completed it. Skipping over the bugged tile, here is what I found:
Slime cannot cross a stream of water ? Isn't he made of - water ?
Flytrap's home could be littered with broken vases as he is always worried about being put into one.
The sound and graphics of a successful paralyzing move from Swarm, one of my party, is the same as one that is if it were unsuccessfully cast.
Don't know if this is possible. Can you have an AUTO ATTACK where all 3 of your players attack in one command ?
Normally monsters make a unique sound based on the kind of attack they do. Could you have a unique sound for each of Slime, Flytrap, and Swarm instead of the default graphics and sound for punch ?
When it says, "2hero coins found!" a space between the digits and text might look better.
Both elf opponents (the only monsters found in the forest so far) each have the same spells. You might mix that up so the player fights a particular one that they have a weakness against.
Your dialog is showing the same slime, flytrap, and swarm. Suggest you give emotions - and yes, you could give an emotion to the swarm.
Either have them form a right-side-up emoticon with their bees, or have a lead bee in the front (close to camera) that shows happy, worry, etc.
Same with flytrap, same with slime.
And as sweet and lovable as Slime is - he murders the storekeeper. Augh ! Could at least defeat the Adventurer Wizard and she goes in a corner to pout - if Slime is on a noble quest to stop the fighting.
BTW, with the shopkeeper gone they should TOTALLY be able to loot the store.
WOW ! Adventure Grappler, she looks kinna kinky, like a good playdate for Edward Scissorhands.

Definitely gonna fight her.
Well, when Buzzy (yes, that's what I named the bees) says, "Perhaps we should search around some more."
You know something is hidden nearby.
Adventure Warrior (girl) looks pretty good too. Great combat sprites !
How can my target dodge an attack if they are paralyzed ?
As I mentioned in a different RPG, if you hold down the SHIFT key during combat text, it speeds it up quite a bit.
Good for the combat where you paralyzed your opponent and just wanna slug it out.
Not sure which is more effective. Paralysis to one target for 10MP or Sleep Pollen for all targets (2) for 30MP.
Hmm ... I used MagicUp for Slime and nothing visually changed. The Max and current value of magic stayed the same.
Confirmed, I bought another and tried it - no effect on magic maximum or total.
Okay, with ALL my opponents asleep, Paralysis should not be able to be dodged.
Since the monsters are entering the city for the first time, they could humorously try and determine what some of the things are they find.
Like the mirror, for instance, Slime might think there is another party in there. Or the crystal ball, something good to eat, etc.
Good job for the music changing for entering each building and location.
Strategically placed Angels throughout the maps, thank you !
If you can, placing a paralysis or sleep symbol above your opponent can remind the player of that target's status.
And when it vanishes, then they are no longer effected.
I'm not very happy of targets being able to dodge being hit when they are paralyzed.
Not sure if it would look better for angels to allow monsters to REST to recover hits (as likely while they are sleeping they could get bashed).
Instead suggest that they are REFRESHED with an appropriate sound and visual effect, and it would be quicker than the default INN fade to black.
Suggest that more HERO COINS are found depending upon how difficult the combatant is. It appears that you get only one HERO COIN for any attacker, no matter how weak or strong they may be.
Suggest that SLIME may check drawers and other normal quest areas and find HUMAN items and give remarks on them, like clothes.
Slime: What are these ?
Flytrap: I've seen humans wear them.
Slime: They drape these over their bodies ?
Flytrap: Yes.
Slime: What are they trying to hide ?
Flytrap: Who can know the minds of men.
Combat is a little persistent. You can move 2 steps from your last encounter and be immediately attacked.
Suggest you give at least 10-20 spaces distance before you are attacked so the player does not get bored with combat - which is pretty regular I must say.
Slime says, "Stop right there you monster !" Oh the irony !
Suggest you use portraits when the humans speak, especially if they are an important part of the plot.
Nice graphics for the leather whip on the table. }:>
Suggest some of the treasures the player can find in chests and from combat are merely valuable, and can be sold for HERO COINS.
What ? Slime can't play the church pipe organ ? Aww c'mon.
EXCELLENT on the script changing dialogue cause there is a new member in the party.
Suggest paralyzed and asleep targets receive more damage when they are in this encumbered state. You can make their attacks and hits stronger to compensate, to encourage the player to use their resources.
Is there a way to display the system's time in the bottom-right-hand corner or something (back to reality) so you can see how LATE you are staying up playing one of these games ?
While I wouldn't be happy with it, a Thief Adventurer should be able to steal an item from Slime's party.
I'm a little confused about the TP. This value goes up with each successful hit from the party to your opponent.
Yet seems to zero out when you are victorious ? If it could increase is there some use for it ?
I'm rather fond of the fact that you 'purchase' your statistic upgrades, very different from normal RPGs.
Naturally I've banked it all on POWER for combat so my critters are badass for that.
You might have the opponent twitch when they try to move and are paralyzed.
There really is no visual way to tell if an opponent is paralyzed. I was trying to paralyze an opponent earlier and it said, "There was no effect on ..."
When in fact it should say, "... is already paralyzed. Spell not cast."
Or even better, when you select paralyze for a paralyzed opponent, it gives you the negative sound and forbids it.
Also, the message, "There was no effect on ..." is a bit misleading. It may lead the player to believe that this opponent is immune to the effect.
You could say, "... dodged the ..." or "... spell fizzled this time."which might make more sense.
Really I have always appreciated RPGs where magical attacks NEVER miss and weapons have a chance to - although earlier RPGs only had players miss hitting their target if they were excessively superior to the player, like a boss.
As for an, "Excellent hit" which is rare where the player does excessive damage to the opponent, suggest a different sound rather than the default punch which is also used for a normal hit.
I don't know if there is a way to do this. Every time I use Paralyze, I invariably choose the 2nd target.
Is there a way to set it so it remembers the last target # chosen for a particular ability so I don't have to manually choose the 2nd target each time, it is auto-selected from last time ?
Actually Final Fantasy has this option already. It is called, "Cursor Memory."
And while I'm on the subject of customization, is there some way the user can change the tint of the window frames ?
I'm not sure if the attribute AGILITY is necessary for this game. Every single combat I have met, my players go first and opponents afterwards - in all cases.
I have found this to be different on other RPGs. Not that I'm knocking it - it gives my players the distinct advantage over them.
Oof ! I was SO certain I could enter that fireplace. It's perfectly SLIME-sized.
While this makes a game harder, it is normally a constant with RPGs that BOSSES cannot be affected by sleep, paralysis, death, and the like, in order to make it a more challenging combat.
When I am fighting the, "Thief King" he should be immune to such spells. As it is, he is paralyzed and gonna get such a spanking now.
Slain in under 5-seconds !
A lot of Hero's coins I see. Suggest that the monsters can in fact NOT use gold pieces, but that is what they find, and they must convert them to HERO COINS, which is the currency (as you have it) monsters use.
Chests for humans would not actually contain HERO coins. That is a special element for monsters.
Since the monsters (players) find their growth from the gold compacts, suggest you have an option to evenly distribute all compacts between monsters.
So, since I have 4 Mana Up, 4 Power Up, 4 Guard Up, 4 Magic Up, 4 Resist Up, and 4 Speed Up.
It would take all of these and distribute them evenly amongst my 4-players in one fell swoop.
It would not be the default, but a special menu option you add, sort of like OPTIMIZE for weapons and armor.
Suggest you mention when a KEY is used to open up one of the buildings, so the player knows they have not been here before.
Also I have noted that when you go from one map to another, that it shows it up in the top-left-hand corner. This particular RPG does not do that.
For instance, having entered the Hero's Guild, it could say that in the description in that self-same window.
Hmm ... Another fireplace. You should make that a bonus room or something. I've seen some RPGs do that, as well as find a secret room behind the waterfall and other inconspicuous areas.
Augh ! Nonono ... That was the big ending ? Aww poop. Well ... Whattya get for 2.5mb. Anyways, great gameplay, good map design, interesting plot, absolutely gorgeous combat sprites. Would've liked to have seen a fully animated and musical compromise between the humans and monsters but ah well.
I guess Slimes always will be the bottom end of the feeding chain for Heroes to gain treasure and experience points on.
And - that's your review !