Was not expecting to see a cute text game here among all the unity projects.
A nice introduction to setup the premise for the game, unlike myself you managed to have and end state for the game so that's a congrats for appropriately scoping the project. xD
The game was interesting but sadly after the first minute incredibly repetitive and not particularly engaging.
The two big improvements I'd recommend are:
Presentation & Readability
I'm not aware of the limitations of whatever program and/or codebase you are using, so some of these improvements may just not be possible to implement, but the way the game is presented leaves a lot to be desired.
Off the bat the text extends across the entire screen, with no margins horizontally nor vertically.
Once you reach the main game, the layout of the table is a little hard to read, I would really recommend either creating an actual table or at the very least split the columns up with some more space in-between rather than there being a single space between where the longest field meets the next column and the columns only being discernible because other fields are of shorter length.
Another possible way would be to use different coloured text for the columns, which I'd definitely recommend for the number values so they stand out.
Economy and Resource Terminology
Naturally like virtually all idle and clicker games, incremental upgrade prices and variation of resource values are pretty fundamental, but with the way you have designated the fields in this game, that wouldn't really make sense, you wouldn't pay more money than the previous donor for the next donor if they were both providing the same amount and quality of donations. One way to remedy this would be to instead rather than be purchasing donors directly, you are instead upgrading a facility in charge of acquiring those donations, and then the incrementing upgrade cost would now be attributed to the addition of extending, staffing and providing equipment and resources for said facility; all of which can still be represented by simply saying something like:
Werewolf Donor Unit
Daily donations: 5
Or something to that effect. The one that stands out the most at moment with its wording is the "Attract a new client for 250 gold?"- which was pretty confusing to parse, the way it's worded, the initial impression is you pay 250 gold for a single customer to come and buy a potion, however this is just increasing the number of customers that come to buy potions each day. A better way to word this would be perhaps be something in the vein of "Increase client outreach" and that would allow for the cost to also be incremented as well as still keeping the "Today, 2 visitors came" part.
Overall a good start to learning programming, the first improvement- if even possible in what you're using- would require tools you have yet to look into, and the second requires a decent amount of knowledge when it comes to the game design of idle/clicker games.
One small tip when it comes to incrementing numbers for these kinds of games is that incrementing values by 1.2 is a safe and easy way to structure the upgrade system, Paying say 1000 to set up the initial unit, then paying 250 for the resources for your first donor, and then paying 300 followed by 360 for the second and third donors is much much more engaging. It would also mean that you'd probably want to lower your goal of 10,000 sold potions to 1,000 or perhaps even less depending on how many incrementing costs you have.
Hopefully this wasn't too long to read, I just wanted to give some clear and concise feedback and suggestions so that your next game will be better. I will be looking forward to seeing how much you've improved in the next jam. :)