This is super cool, and has tons of potential. Once I figured out what I was doing, and that I could group my people up, the game opened up a ton which was really cool. I will admit I gave the PDF the briefest of scans before starting the game up, but I did figure it out quickly.
- Bugs
I had a bug where the "back" button didn't appear after a combat. I had to quit the game and reload. A player had joined another players combat, then leveled up if that helps.
- Feedback
The dice animation is cool, but I wish I could skip it after a bit. This actually goes for most of the damage pop-ups, I wish I could click and make them speed up. But that could be a me thing.
Too much combat. Fighting an enemy every turn in the wilderness gets tiresome, especially with how much clicking you need to do. You could maybe pick which tiles have enemies and which don't every 2-3 days or so, and lets players walk to them, instead of having seemingly random encounters.
Graphics/sound could obviously be better, but I get the game engine is the point, not frills, which I completely respect and can get past if the gameplay is good.
For future expansion, early goals and direction would help. Similar games like For The King give you a first quest to walk over to the nearest friendly town, with the option to search for a lost supply delivery. Stuff like that would definitely engage players more.
Personally I have fond memories of playing a game called "Dokapon Kingdom" as a kid, where players worked towards a common goal, but also competed against each other. You could also do childish things like change a players name to "poopface" or draw on their avatars face. I think stuff like that could be really fun here, especially if you ever end up wanting to put randoms in a lobby together.
Anyways, that's the end of my ramblings. I hope some of it's helpful. This seems like a great foundation to start building content on, and I'm excited to see where it goes.