I like the art and the concept for this game. Now that you have more time to put into it, I could see it growing into something pretty cool.
If you had to actually plot out their villages and make decisions about how they run their civilization, *and* make decisions on cards to sacrifice, then I could see it being super interesting.
Letting the player get closer to the action to decide what the village does in order to expand (designate X people to hunt, Y to farm, Z to build, etc.) could be fun.
As it is now, it kind of lacks gameplay. Others have said this already so I won't harp on about it, but I didn't get the impression that my decisions made a difference. The only thing I felt could cause a real problem would be if the gods chose that card that set a house on fire, because I always seemed to have plenty livestock and plenty trees, and the water never came close to the houses, but I always only had 1 or 2 houses at a time (unless I just didn't see the others).
But hey, 3 days is a ridiculously low amount of time to make a game, and you made something pretty impressive in that time.
When I first started playing I thought that the 'sacrificed' cards were cards I was playing, and the cards with two opposite effects (e.g. "population grows more rapidly or starts dwindling") would do the positive effect if I played them, and the negative effect if the gods played them.
Then I realized I was just discarding things I didn't want the gods to use (right?).
Maybe play with the idea of making every card two-sided like that, and the player actually plays the good side themselves every so often, but must choose a card to play the bad side every now and then? Then the player is somewhat in control of the situation.
All in all, good job and I'm interested in where this goes, if you keep working on it!
*P.S.: Does the rain falling and water expanding actually do anything? Maybe I just wasn't paying enough attention. I'm assuming you didn't have time to put rainfall in, or perhaps it doesn't show well in the WebGL version?*