I thought this was going to be an idle game, which is basically the world's $#!77!est slot machine; how wrong I was!
I would have liked a little bit more of an analytical approach to this sort of game; currently all that it says is "Skill increases your hero's questing speed, Heart makes him tougher, Wisdom gives him more EXP for completing quests and Looting makes him earn more gold!" What it doesn't say is /by how much,/ so I can't really formulate a concrete strategy on how to make the quickest profit (I just guessed on looting first, skill second and did pretty well, I think...)
Another flaw is the high score system, which is easily cheated by sacking heroes at the end of level 98 and re-hiring them continually. Time-to-retirement would have been a better metric, IMO.
Also, the tutorial windows everywhere are really annoying and I just clicked through them without reading and figured everything out on my own. You could just make the game a wee bit more intuitive, instead. For example, instead of red light/green light for stopping/starting individual heroes, you could have a red button that says "stop" and a green button that says "go" or "quest." It would also be nice for it to be clearer as to which bar is experience points and which is quest progress. You can figure it out after a while by how they move, but it would still be nicer to have them be defined.