I see we had similar ideas for the theme. :) It's good to play another management game, there are never enough strategy (management) games at jams.
I liked the characters, it felt really bad to lose one that I enhanced so much, especially the first guy. Were the portraits randomly generated?
I really liked the choices I had to make each turn. Do I look for another guy hoping for the right skill or do I take that 4 and try to improve it myself? Do I risk that guy with the 8-10 or do I spend another round improving their skill? I guess the difficulty for each check was constant because I saw it improving from 55% up to 95%. Was it capped at 95%? We did the same :)
The way I interacted with the UI was brilliant, I always know what was going on, I could place the markers in accordance with my mental mapping, this corner is for improvements, this one is for the heist, etc. One thing I noticed that tooltips from already used items were showing up on empty places (sometimes over other cards). It wasn't game-breaking, just a bit confusing. Also, one really minor improvement I would suggest is to keep the heist/job card below others at all times. My way was to put the characters "into" their relevant slots, but then I accidentally moved the heist card and could no longer see the characters unless I moved them. Again, minor detail, but I think it could improve the experience.
So congratulations, this is a very fun game, and especially impressive work for a solo dev!
Edit: Also, I'm not sure if that was intentional or not, but I could go into the negatives on Heat.