Played it for an hour on Bluestacks and quite enjoyed it. It gets repetitive after a while, but I love the attention to detail..
Thanks. You're right, it does get repetitive. The game has 9 random encounters and 19 quests, and the fact that quests are repeatedly generated so that locations are different (like "Radiant" quests in Elder Scrolls) doesn't really do all that much to avoid repetitiveness. I don't know why I thought it would work better in my game than in Oblivion/Skyrim.
I did make one unique and more involved quest for the background character Betrayed mercenary captain, but it's so work intensive (~30 hours) that I'm not sure it's worth it for the 5 minutes of gameplay that it adds.
One thing where I plan to add more variety is the ability for the party to obtain visas to cross those fortified bridges into further areas (Frontier, then Badlands and finally a mysterious empire in the western end of the continent). Each area will have different types of settlements, some different enemies, a special quest or two for some of the characters, and the enemy party generator makes encounters tougher and tougher the more you move towards the west. I also plan to add an overarching storyline, but that's still a long way away.
To my disappointment, most players miss one of the aspects of the game I'm really proud of: retiring characters. Each character has a goal (hinted at but not spelled out) that they can achieve. Depending on whether they do, and the amount of money they earned (some goals are just to earn a lot of money), when the character retires, in the ex-party members section of the Ledger you can read a unique blurb about what happened to that character later on. (kind of like when you retire in Pirates!)
There is also a blurb for characters who were killed and what happened with their share of the money.
But as far as I can tell, players just spend like sailors and use the party members until they're killed, so if they read the blurbs (and I'm sure most don't) it's usually So-and-so was killed by a bandit and the $20 he earned with the party wasn't even enough to cover his funeral.
I was kind of hoping that this aspect would keep players involved while I add more areas/quests, but I was wrong. Oh well, too late now.
I'm writing all this because I looked at the game you're developing (sounds great, like something I'd do if I had the resources to make a desktop-worthy game), so I figure maybe you can avoid some of my mistakes.