Always love seeing a physical game entry in game jams!
(Says the dev that has only submitted physical games so far - I'm totally not biased, lol)
Unfortunately I can't vote/rate your game for the jam due to not being able to finish and submit my own game (had a busy week) - but I do still want to give some feedback.
First and foremost: this is a very fun idea for a small solo journaling rpg!
The concept of physically building a path from point A to point B with cards is a nice tactile evocation of the narrative. Having the card suits be an adjective added on to the number's description, as opposed to having to come up with about 4 times the number of examples by having each number have a different example for each suit, is a great way to streamline the design.
Some smaller touches I love; the inclusions of flavor text thematically bookending the game, the changing of font to separate the card number from its result, the use of the word “oracle” for the supplemental table, the general formatting of the document, and (of course) the lil’ sketch of the lil’ guy.
Really only got 4 notable critiques - each are kinda not too big of a concern, but still notable at the very least.
The explanation of needing a “calculation” to reach the end feels a bit sudden and clunky. It makes sense on a 2nd or 3rd read, especially with the provided examples - but if any section could use some slight tweaking, it's that one. I think the main reason it feels off is due to the first half of that section initially sounding like you choose to end based on vibes - “if you notice your most recent cards pointing to your destination” can kinda read as “well, the destination is a forest, and I’ve been getting some forest-y events, so kinda feels like I’m getting close” - but then you reach the mention of a calculation and it suddenly goes from a vibes-based decision to a mechanical-based one. To be clear, both vibes-based and mechanical-based are valid options (heck, you can even offer both and leave it to the player to pick one), it's just that sudden switch that seems to be the cause for a lil' confusion on the 1st read.
The way line breaks and indents are done feels… off - it's hard to fully articulate, but since most sections before a line break are relatively short, it almost feels like they are operating in reverse to how normal indentation works (instead of 1 line being slightly to the right, 1 line is now slightly to the left). It looks fine in the “your journey” section, but elsewhere it what I'm talking about is a bit more noticable. I could see this simply being an aesthetic choice - which is fine, it works (once I got over the initial “wait a sec” reaction, there is a sort of charm to it) - but I could also see this being the result of just defaulting to the usual essay style of writing (ie. "the first line of a paragraph is always indented"), in which case I'd say maybe reconsider (tbf, if you reconsider and end up with "you know what, I like it as is" that's 100% valid).
The yellow background, while nice, could cause printing issues. If someone tried printing this on a black/white printer, it would use up more ink than needed by making the background grey. It would probably be a good idea to include a 2nd file on the game’s page for a “printer friendly” version with a white background.
Lastly, it seems you uploaded the game under the category “game” - I’d personally suggest going into the itch page editor and changing it to “physical game”... That probably sounds pedantic and silly, but it helps with stuff like organizing and searching for stuff on the site.
Overall - great game!
(P.S. sorry if this was a very long winded response - that's just how I tend to write.)