For the priestess dying part it was because of the perma death mechanic of my game. Basically when you lose all your LP points on a character they are removed from your party and replaced with a reserve unit from your barracks until you no longer have any characters left. So that's why when the priestess died she was replaced with the soldier.
Also thank you so much about pointing out the issue with the dialogue boxes, I think the reason for this is just bad UI practice when I was making my choices. I used a plugin to adjust the size and location of my choices, but since I wanted it to look like a message box with choices, the plugin only allowed me to hard code the values instead of doing it through a script based off screen size. So while it may look right on my computer I think in some computer screens it will look off.
The Myconid village was intended for you to complete before leaving as you are trapped there by them.
I initially wanted it to have some roguelike elements with the ways quests are presented and each playthrough you will have a slightly different set of quests, but I couldn't implement it in time so that's why it ended up with the current fixed order.
Regardless, thank you for checking my game out. I would definitely keep these feedback in mind when working on similar projects later and when I try to fix the game a bit post-jam. And I am quite glad that you found the story and setting interesting, because I was worried that I couldn’t put as much effort into it as I normally would.