We might have a bug, as the game isn't supposed to skip ahead while you're reading the text. Everyone's progress through the events of the game is tracked separately.
Does this happen when you're reading the introduction to a challenge, when you're in combat, or during a party vote?
By the end of this month (August), we will be running a Kickstarter, and voting is one area we plan to enhance with funds we raise – including speedier vote resolution. We’ll have more details when the Kickstarter begins.
Just to clarify, voting doesn't always require four votes. You only need as many votes as you have characters in your group.
Up to this point, we've been hesitant to end voting before each party member has had a chance to weigh in. Since votes can be changed, players who haven't voted can still have an impact even if they're currently outnumbered.
That said, we don't want voting to hold up the game either. We're keeping this in mind as we make plans for our next release.
Thanks for the suggestion. Making sure that there's plenty to do is something we care a lot about, and adding gauntlet-style adventures is something we've talked about.
I do want to mention that quests aren't the same each time you play them. The choices you make at decision points affect the challenges you face afterward, and the choices available to you depend on the characters in your party. The differences aren't always dramatic, but we'll be doing more with that in the future.
In addition, we definitely plan on releasing higher-level quests. We haven't done that yet because we're focused on making the core experience of the game as fun and engaging as possible first.
Thanks for letting us know. We'll follow up with you over email.
We'd definitely like to support additional archetypes in the future. In the meantime, have you tried playing as a Beacon? It has the paladin-like qualities you describe, though its abilities are drawn from leadership rather than holy power.
Chris, that's an interesting possibility. We're working furiously on our next major release, but once we've finished it we'll get back to you.
This is something we've long wanted to add. For now it's a lower priority than improving the game itself, but if enough people vote for the idea, we're definitely open to it.
We recently made a change that we think will help a bit. If an ability requires a target to be selected but there's only one valid option, the game will select it automatically. (You'll still be able to review and cancel your action as usual.)
We've discussed queueing options in the past, but there are trade-offs. If a foe or terrain has a special ability triggered by your initial action, that can make a later action suboptimal or even backfire, which is usually not fun.
We hear you about streamlining, though. We'll keep working on it.
We're looking at a few ways to reduce the number of clicks involved in combat. In the case of Dash, however, we ask you to click on the intermediate square because there's sometimes more than one path you can take to the final destination. And without giving too much away, that choice can make a difference on certain maps.
We do have a couple of keyboard shortcuts you can use when playing. When you're on a quest, the left and right arrow keys will navigate to the previous and next events respectively. When you're viewing an overlay like a character sheet, hitting return will dismiss it. We plan to add more in the future.