I wish there were more games with this type of win condition. toombler did something similar with secure, and I've been wanting more since.
also the lore of your games is beyond my comprehension
noo my expolitt --!
ngl there are a lot of roguelikes with shop exploits, although it usually comes down to the save system reloading back to before the shop, meaning that if there was any randomized things you could do in the shop, you could typically redo them knowing what will happen due to most roguelikes being seeded, or if they aren't you could reroll it until you get the result that you want, like in dungeon clawer's prize machine. blatro actually patched an exploit where you could "peek" inside a pack by buy it and then quitting out, but it's funny because they fixed it by automatically making you buy the pack (ie. the shop menu briefly appears, and the the buying the pack sequence plays) (balatro actually has a pretty robust save system, it saves after each hand played and after rerolling in the shop). some games like meme mayhem play into this quirk by having a menu button specifically for it before you admit defeat. if you read this far, know that this save and quit exploit is particularly useful in dungeons and degenerate gamblers, where you can use it to predicate certain events especially the coin flip (but you have to be very quick to hit the pause button), the chipcoin and the memory game (there's an easy achievement for you)
as for your game, I don't know if it would have a save and quit exploit, but I don't frankly care. it wouldn't be of any use and the game is too short to have a save system anyway.