For criticism, I'd echo what Eli Haun said: I died a lot, and often I had no real reason to think I would die. I think a valuable lesson from tabletop RPGs is that you should always telegraph danger to your players when they're facing a potentially lethal choice, so that if they die, they feel like it was because of a reasonably informed decision they made, rather than the the GM just deciding to kill them. Other than that, I really like the concept of this game because it reminded me of adventuring with a TTRPG party in a hexcrawl or something and having random encounters happen. Cool ideas, and I'd like to see this or something similar with a bit more tolerance for suboptimal choices built in. Nice job!