Thanks for the feedback!
I agree on the movement mechanic. I was annoyed myself when playtesting LOL. I also found that sometimes it’s not communicated well if you mis-click the button vs if you’re out of energy. I think audio queues would help mitigate this - a click sound for the button and an error noise for if you’re out of energy. Auto-gaining energy at the start of a turn seems like a good idea to me - and decreasing the number of energy cards would probably be a good trade-off - maybe in V2 if I pick this back up. I also toyed with the idea of overflowing the health regen into energy if health is full. With a bit more time I think this could have been a lot more interesting and less frustrating to play.
I probably should have just disabled health in the build I uploaded, since I ran out of time to add enemies/combat