The game itself could be really playable and more enjoyable if there was not so much enemy encounter for so little reward. You have to explore the map while avoiding fights because they tear through you at an unbelievable speed. Other than this balance issue, I think I follow other comment's opinion that it is an interesting mechanic with the maze (boulder, dragons, etc...). I'm sure the map can be worked on a bit more as well if you have more time :)
The music really fitted the "adventure party going on a quest" vibe, so that's nice and the monsters' design was really cool!
Viewing post in Dragon Hunting Safari jam comments
Thanks for playing! My intention for this game is that it's focused on attrition and resource management, so I made the encounter rate high. But you can move the boulders to open up shortcuts so you don't have to slog through it again. One thing I notice though that player income is too low, monsters and chests give too little gold and the items are too expensive. For combat I think enemy evasion, not damage, is the issue. Its too high apparently. The map design is already good, yes, but economy and combat needs serious revisit. That's what I get from your and other's feedback. Thanks, I will do a postjam update!