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Thanks for taking the time for this long feedback.
To address a couple things you mentioned:
- not every card needs to be perfect and some are preference based.
- I'll test the font 100+ thanks.
- the darkness in encounters is random and can be easy played around (know or check your remaining deck) also the enemy does no dmg or block that turn, which is good for the player
- there is a poison card that deals poison to 2 random enemies (slime pit)
- not everything needs to be the same as in other games
- There are pro and cons with the different enemy effects. Some decks are strong against card steal for example (high card decks) and some are bad (low card deck). This forces the player to think about the choices he will make and prevents 1 single dominant strategy.

If you don't want to post a wall of text here, you can always join the discord server and give feedback there.

(+1)

I get what you're saying, and you're right.

The problem I have with dark is how it behaves in the common ch2 encounter, where there is a second enemy. I don't want to play a memorisation game, and even then it's not rare to risk wasting heals instead of blocking. Even though I understand it's just bad luck, it's still annoying when it happens very frequently.

I'm kind of saying "if it ain't broke, don't fix it". Slay the Spire is a good game. But I fully understand wanting to not be too similar.

I will stand by my opinion on the gamble intent effectively hiding potential damage from the player. I can't really complain much about card steal though, especially since it can't steal your last hand of cards (if that part is unintentional, I say don't fix it).