Wow this was the most in depth comment regarding our game yet, I really appreciate giving such as in depth explanation! The fact that you where able to get 90 minutes of playtime is such a joy as a game designer! I will definitely continue work on this project considering the reception!
Couple of things!
Ui related issues
1. I agree I think when we see hearts we assume that it's going to have health /vitality. Like pokemon having a better way to make it easier to understand that it's a TURN would be a better addition, an hourglass/stopwatch etcl.
2. This seems like a really big issue that will be addressed PRONTO. There are many times where you misintend to connect a card. I'll find something that can do a better job for this problem.
3. I didn't even consider the buy button. I did test it out with my coworkers and they had the same response as you , that they wanted to press the BUY button. I think this is a great change!
4. Yeah currently the lack of the fog of war system sucks. You really have to look for the patterns and they are too subtle and easy to miss.
OOF
5.Sprites size was unfortunately a result of me needing to make the resolution bigger, it was terrible that it messed up the gorgeous sprite work as a result.
balance issue wise, I do sorta lowkey want to make sure you reach that point of ridiculousness when it comes to having a ridicolous amount of shield. The only con is that it should be really hard to achieve. I think right now it might be too easy. That might change by adding more cards into the pool and making it harder to find the perfect armor build cards. Or increasing damage on certain enemies.
Performance wise I do apologize, I really wanted to appeal to our Opera overlords, so I figured we should add as many gorgeous GPU effects as possible to really make our game stand out from other Gamemaker Games throught the use of shaders. As you can imagine, there are parts where we didn't really focus as much on optimization as we did on making the most beautiful and extravagant as possible to get people's attention, and I fully knew that some people would not get the best experience possible. This will be addressed in future updates, of course.
I strive hard in making sure our game is as fun as possible and moving the genre forward with roguelike deck builders. I'm really happy that it's receiving so much positive reception!
It is my goal to make the best game possible, so being able to identify these nitpicks will help out future people down the line.