Solid submission, there's little to no appreciation for Carcassonne map system these days in indie sphere (from my perspective of course, might be wrong about it), so was pretty suprised upon seeing this game.
UI is intuitive, but still lacks some beneficial informations, such what ingredients could result in specific slot, if that kind of QoL you allow in your game design. Drag'n'drop works, of course, just slightly jarring.
I get that orders have "time" limit to encourage going for specific fruits/shrooms, but to think about it, you don't want to not take them all in the present moment. So what's the purpose of this tab at the end, aside flavour texts?
Map can, to put simply, lockdown you at the start point, and you will leave without anything. Random, oh random. Better narrow it to the meaningful influence, and Shop is seemingly here to solve this, but no, it's still random as well. Why not give a choice between [n] tiles every purchase, or maybe set of them when you start exploring, and then you get others from the deck?
Other than my muttering, good work! I can imagine what polished version of the game could be, and that says a lot.