Thanks for the kind words and advice! I wrote the game in a great rush on the evenings of the last two days of the jam. I didn't think I would have time because I was working on finishing an episode of a podcast about storygame design called All My Ideas Are Bad. But then at the last minute I decided to try anyways, because I already had come up with the idea in my head.
I agree about the interview, I can work that into character creation more, I think it could be very effective. As far as the different portions of the map belonging to different ages, my interpretation of that wasn't completely literal. What I came up with was the idea of the known explored path, and the unexplored world, which aren't actually of different times necessarily, but would feel that way to explorers. It might actually become explicit in the story if the explorers come across ruins from another age. I may not have made that intention very clear.
As for the randomizers, I'm not sure what to think, I thought it might be interesting to have the cards both a measure of supplies and and a randomizer for obstacles and their difficulty, and a separate randomizer for success, but there probably could be a more elegant way to only use cards. I'll think about how to do that for my next revision.
I was really impressed by the layout and work put into Endtime, I think it definitely surpasses mine, which is actually more effort than I normally put into graphic design. It's not really my area of expertise but I tried my best with the time I had. I spent a lot of time looking at old paintings. I should also say that I actually had a hand in Fall of Magic as an early and frequent playtester and the designer of The Lost Island of Stillheart Landing. I also made videos for the crowdfunding campaigns for Fall of Magic and for The Quiet Year. So these games that are the prizes and maybe inspiration for the jam are close to my heart. Ross runs a meetup group here and I'd like to bring your game to run, I'm sure he'd like it.