I really love this concept! That said, there's definitely some things with regards to the execution which hold that concept back. I'm sure you're aware since you've played your own game more than anyone else has, but just to get it out on the table:
As this is a roguelike, RNG and random loadouts are standard things. Sometimes you will simply have to play around the fact that you have a lot of movement cards, but not much attack cards. I think this is fine in theory. Particularly if there are cards that hit multiple enemies.
To highlight this, here's a moment that genuinely made me pop-off and made my day: I had four enemies coming at me. My only attack card was the one that can chain-kill adjacent enemies. And I spent multiple turns trying to get the enemies to move in such a way to line them all up and kill them at once! It felt really great. I think the potential to bring about those kinds of moments really shows how cool this idea is. Moments like that are really the highlights of roguelikes in general...probably. (I don't play rogouelikes, so I can't say lol)
However, this moment was the exception. More than a handful of times I simply lost because I drew no attack cards. Or I drew 1 or 2, but could only kill 1 or 2 enemies while there were 3 or more coming after me. This is due in large part to the fact that the card count is skewed pretty significantly towards movement, which makes sense, but it's probably skewed too far. This has a knock-on effect of making the character cards which don't give you more/different cards or kill enemies feel much less valuable.
That said, I think it would be pretty easy to go too far in the opposite direction. That is, too easy to make enemies too consistent to beat. Otherwise moments like the one I described before become rarer and rarer. I can think of multiple things to change up the balance. Obviously having more attack cards. Or what was suggested below about having the ability to always at least be able to move to an adjacent tile. Perhaps stuff like this was considered, which wouldn't surprise me, but game jam time limit and what not. The more changes, the more balance testing would need to be done and that takes valuable time.
Anyway, I just wanted to stress how fun I think the concept is on paper, even if the execution in terms of balance could've been better. Perhaps stuff can be learned from the other card game rougelikes that are out there.
Also, the pencil line art opening pictures were very cute. I don't know to what degree it was an artistic choice vs. time constraints choice, but I thought it was pretty adorable and set a fun tone.
Good job!