Played. Reached 211. Fun game and replayable to some extent.
So far, 'faster' card is a debuff, fishes start to become cornered much more often and it's harder to keep them in one area for upgrades.
Went for offspring + goo. Spikes, shells, bombs are irrelevant early game since nobody is touched really, and if it's touched, you are about to loose anyways. Probably can achieve more by waiting more (but that's too boring), utilizing bombs better, better sorting of elder fishes vs new expendable ones, better luck with nonconsequential debuff cards. Maybe endgame will benefit more from using defensive upgrades when you are essentially dead in a few waves, the only question is how few. Not sure how other players reached 300+ though, must be a combination of high skill + high luck.
Minor UX things which probably could be improved:
1. It took couple of lost plays in the beginning to understand that cards are draggable and have limited area of effect (yeah, sure, you have it in the 'controls' section... but it's buried somewhere in the middle of your funny-font page, and I guess that at least 50% of players don't read it).
2. It's not immediately clear the cards are always usable and do not require at least '1' in the left circle