Based on the screenshot, your game looked similar to mine, so I checked it out. After some initial confusion, it was fun enough to keep playing until I won! Some feedback below.
- I wish the victory screen was cooler :)
Playability:
- Maybe it's meant to be more of a "remember your surroundings" type of game, but I felt like finding the castle was relatively tedious. Since there is no indication of whether the player has been somewhere yet, and the terrain is relatively monotonous, I probably ran in circles twice before spotting the castle. Perhaps a fog-of-war over unvisited terrain could help?
- I didn't find a way to see how much morale/fighters and regeneration enemies/castles/bandits have, which makes it difficult to estimate how many fighters you should bring to the siege and whether it's meaningful to retreat and attack again after recovering morale.
- As a consequence of the previous point, I won the default-seeded level in a very non-roguelike manner by restarting multiple times and using the knowledge about villages and castle location from previous run :)
- Allowing towers/enemies/bandits to attack each other would make escaping more fun.
Bugs(?)
- It seems like the character can't swim, but for non-default seeds the land could consist of several islands, and worse yet, player can start in the water and be stuck forever.
- The inputs tab at the configuration screen seems irrelevant (claims mouse keys fire, etc.)
- If a peasant or wildlife moves into you, a weird tab appears below with a letter G on it, letting you "pick up" the unit.
- The fields never seem to run out of HP.