Thank you very much for your review! Creating an updated, post-jam version of this is absolutely something I'm interested in doing, I have a lot of plans for additions and changes but I don't yet know when (or how) I'm going to do that (right now I'm tied up trying to review other games from the jam before the deadline...)
I wouldn't worry much about not completing it, there isn't an epic ending you're missing out on just a very brutal final level.
However, no checkpoints is very much an intentional choice, as checkpoints would not be compatible with the gameplay formula - the whole thing revolves around getting random new cards to add to your deck at the end of each stage, and making the most out of what you have on a given run - with checkpoints, this wouldn't matter much anymore so you can always keep trying a stage until you get the right draws anyway. Going back to the start is kind of the point of a roguelike.
I'm not sure what you mean about dream cards giving you even more movement? Aya's should be the only one that does that.
But I am well aware that the game needs more balancing in areas - something that I have several plans to address. I also appreciate your point about having more defensive cards - unfortunately card design is limited quite a bit by the shoddy way I programmed this game, but I'm sure there are still possibilities I can come up with - for example, one card idea that was cut due to time restraints is a card that creates a decoy Maribel that enemies pursue instead.