There's an interesting idea here, but I'm not sure how much of the full game I experienced as some stuff was fairly unclear.
This game feels like a push-your-luck idle game, but the risk isn't clear and the timer suggests I need to be actively keeping an eye on when the 'Next' button is clickable.
Re. risks: It feels like the choice or how and whether to train is a risk I need to decide on, but I've no idea how much of a risk I'm taking because it's not clear what impact training has. It's also not clear why I would take longer and less likely training option - as it only adds 0.02 more onto the multiplier but fails fairly frequently?
Re. idle game or not. The combat itself feels like an idle game, but there's a timer so I can't idle. There's also no indication, so far as I can tell, of enemy health. That means combat mostly just involves waiting for the 'Next' button to no longer be greyed out.
On the combat specifically, the feedback during fights wasn't totally clear to me, am I receiving damage or not? I don't seem to be receiving damage, but am able to recruit a healer mid-journey. The damage pop-ups also overlap, making them super hard to read.
Adding recruits is a nice idea, it would be great to be able to rename them. It also wasn't immediately obvious that I needed to equip them.
The failure state is also unclear, as when the "Reach the capital" timer hit zero, nothing happened. Had I not lost at that point?
All in all, a really nice idea with an ambitious goal. Nice work!