Played for a little bit (bought a Holmskioldio and gave up when it only generated 2, continued while writing and stopped at Sakura).
I can see where you could go with this, currently it just feels like "blindly find the highest value flowers and hope you roll multiplication", but if the flowers had special abilities or if there was another shop where you could buy artifacts, or if the operators didn't roll every time, there could be a good strategy layer to this game. Also, the font's 2s and 5s are really hard for me to parse. They're so curvy that I almost think the 5s look like 8s.
Now having seen the info page, I understand this a lot more, but an easy win here would be to have hover tooltips on the flowers explaining what they do. I'm not an expert on knowing what flowers are called. Also, this would help with understanding when the locks open up, as I don't know how I unlocked the first one or how close I am to unlocking the second.
I like a few of the ideas you've got for flower abilities and especially how some of them affect other flowers, but with only 4 slots, there isn't much crunch for the player to get into. I think you need to look at adding more slots and adding in some way for the player to take advantage of "bad" operations like subtraction and division. e.g. Maybe there's a flower that gives a negative value or a fraction, or a slot has a built in modifier, or maybe even some kind of inventory and the player can swap operations before the calculation is done etc. etc. I think there's a lot of stuff you could try out!





