I tried 7 runs. Died on the first enemy mostly and a couple times on the second one.
Clearly a lot of effort is put in this game. The thoughts behind each part of the game design are noticeable and the art is very good. But I'm having a really hard time telling whats going on while playing and figuring out how to play better.
My first impressions were: sometimes my combos do no damage. Why would I want more orb types? Why did my 8 chain combo do no damage and the word "nimble" appeared on the screen? Why does the first enemy always kill me if I did a combo each turn? These things got a bit clearer by browsing the menus.
So the color of the orb is not important for your action, only the item on it. Since the items are not linked to the color and their effects don't really match their icons (why does a cellphone give evasion?) it is really hard to keep track of things without constantly going to the menu. The intent of the monster on the bottom didnt seem helpful, even by blocking when they attacked they still did a lot of damage. Completing a 4+ combo and then doing less than 10% of the monster's hp feels bad. I don't even know if the game wants me to do long combos or not.
Having to wait for the enemy to make a move before I can make mine is annoying, specially since sometimes it takes 5 seconds or more of waiting. And then the game rushes the player in the orb pick up mode. Clicking an orb and dropping it in the same place counts as a move somehow and ends the turn instead of it cancelling the move altogether. Draging the orb outside the play area should reset the turn.
As a suggestion (take in mind I suck at this game) all combos, regardless of type, should do damage. Then the damage orbs should do even more damage.
I think match-3 with a time limit while swapping orbs around with the goal of making multiple triplets at once is challenging and fun enough already. The other parts of the game with the battle stats/intent/relics on top of the basics pushes difficulty a bit over the edge.