Overall impression:
A game like this really needs a feeling of growing and gaining in power. It lacks that. Instead it feels like a semi randomized choose your own adventure story with a map. Replays are far too similar. I've done things, I've unlocked a class, but I don't feel like I'm any stronger. Even unlocking all the class via the option, I don't really feel like the more difficult classes are much better than the starter one. And because there's no way to farm any kind of power growth because number of encounters are fixed and increase in difficulty...plus raids that increase in difficulty and there's nothing we can do about it...even within a single game I never really feel like I'm getting any stronger. Every new game and even the progression within a single game, it all kind of feels the same. There's no feeling of getting more powerful, and the game suffers from a lack of replayability as a result.
I suggest:
* Replacing the simple "do X to unlock starter person" system with a more complicated achievement system full of at least dozens of tasks you can do to power up your character (persistently between games) in various ways. Start with more gold, an income, mana of each type, more spells, health, reduced notoriety gain, etc. Then balance the game so that completing achievements is pretty much necessary to be strong enough to "beat" the game.
Misc:
* Game eats 60% of my cpu when IDLE. Something is clearly wrong.
* I dislike the "spell cards" mechanic.
* I also kind of dislike the "only one spell with focus per round" mechanic. I realize you're doing it for balance, but it comes across as arbitrary and annoying.
* The mouseover for areas we've already cleared shouldn't tell us how difficult the area is. Nothing is there. I suggest replacing it with informationon what we gained when we were there, or what benefit it's currently giving us in the case of places that give per turn bonuses.
* I should be able to back out of encounters instead of being compelled to choose between two options. For example, if I'm offered the chance to recruit a mercenary for 20 gold and I don't have 20 gold, as if I have no choice but to fight him. Or especially your first visit is a place like a mad hermit the first place you visit gives you the choice of giving up mana (which you kind of need to survive) or just leaving and losing the encounter completely. Why not let me leave and come back to do the encounter later? Sure, sometimes it might make sense to not allow the choice to leave without a fight. Or possibly to have notoriety gains, since people are seeing you walking around.
* The randomized mana gain from consuming souls is really annoying.
* Why is a lich using elemental nature-y sounding kinds of mana anyway? I'm an undead lich. Why am I communing with nature and channeling the earth? The atmosphere is wrong.
* Mouseovers for things on the top bar become unavailable during combat.
* I've only tried a couple classes, but there more difficult to unlock classes are NOT necessarily stronger than the easier to unlock ones.
* Related to the above, why can I not visit an Inn multiple times?
* One time I went to a Mad Hermit's Hut, gained an ally, but the are didn't clear and I wasn't moved onto the tile. Stepped back onto it and was given another event and gained another(different) ally.
* I should be able to delay my attacks rather than have the order always chosen for me. For example, if an opponent has 6 health and my ally does 4 damage, and my magic dart does 2 damage and restores mana on a kill, I'd much rather wait and have magic dart activate last so I get the mana gain,than be forced to fire it first and not get anything from it.
* Why is there an option to instantly unlock all classes just by clicking a button? For testing, I guess?