Wow, there's a lot going on with this one!
A super unique premise, with a lot of systems, though honestly I think it might be to its own detriment.
I really only tossed a couple of levels into the shop upgrade system, after which I was able to reach the 30000 gold, and I really didn't play very optimally for the first half of the month.
Didn't recruit any of the other talents, though I do think its neat that you have the option to add more members to pick from.
I was able to beef up 3/4 of justice pretty well and just alternate between sending one in to grind a weapon and sell, then buy a new one that didn't put too much of a dent in my earnings to rinse and repeat and meet the deadline in a couple of turns.
While I do like the extra mechanics, and the 6 slot gear system, I think it honestly could have been trimmed down to reduce the clutter and focus on honing in the main dungeon mechanics more.
It really just boiled down to spam clicking and RNG, would be cool to see some additional mechanics tacked on to break it up, and/or an auto mode that will move through until certain events happen (like taking damage or a shaking down a monster)
I think it would also be neat to have certain weapons get bonuses or something when choosing a dungeon to enter, something like: the selected piece of equipment will get better levels per floor, but the difficulty will scale up faster, to promote a risk vs reward system when picking equipment dungeons to enter.
But in all honesty, those are just suggestions, and it's seriously impressive that all of these systems were able to be implemented and get working with minimal issues in the jam time frame. Great work!