It's an enormous feat to create a procgen RPG in the time you had - everyone involved did a great job putting this together in the little time there was. Congrats on finishing your first game jam! It's immensely ambitious to have coded in a bunch of stuff - changeable armor pieces, stats and XP, and a selection of upgrades across enemy encounters. I found with the exponential scale the sensible thing to do was just scale attack as much as possible, although this doesn't work as well once the enemies get similarly buffed! I'm sure you're more than capable of expanding these ideas with more time so constructive feedback isn't so useful here, but maybe the layout and navigation of the levels could have varied a little more - finding a good balance between level variation and getting lost. A lot of procgen roguelikes use gated progression instead of openly exploring everything and picking off all the upgrades and skipping enemies, for instance. Great work!