Thanks for playing! I'm glad you liked it :)
Originally I did plan to have 3 properties that interacted in a rock, paper, scissors type of way, but it was a bit hard to make sense of it in a way that would translate to real world economics. Proximity ended up being the thing that made the most sense as a grocery store and a restaurant wouldn't be in direct competition with each other.
The third property also got cut in order to reach the deadline. I did try to give back some player agency in the form of the consumables. It's probably not that well communicated in the game, but the consumables you can buy on the vertical tiles allow you to reduce your diceroll down to 3 (so you have a 1 in 3 chance of landing on the property if you buy the consumable).
I know it can get particularly rough in the latest stage of the game, but I guess those are the dangers of relying on RNG.