First of all, thank you very much for the feedback!
It's very worrying that you couldn't find the forge since crafting is arguably the main mechanic of the game (To unlock it you need to speak to the Red Mage, beat the Rider, and then report back to the mage. He will mark the building behind him with a blue light and going there allows you to rebuild that building into the Forge.)
Regarding enemies and card balance, other than your starting deck and the first enemy of the game, every card is randomly generated, so while there are systems in place to prevent overly powerful cards at the lower levels, there is a big chunk of randomness that goes into every single card, so that's why sometimes you'll encounter very powerful enemies (For this reason I don't really know what card you are referring as "bullshit" since it wasn't designed by me but rather just generated in runtime). While everything having haste is a bit broken, the general idea was to allow broken cards, broken strategies, and very strong things combos to be available to both the player and the AI (Hopefully if you manage to generate some cards next time you'll get something broken to blow the enemies out of the water as well). This is still up in the air however, I'll think about it and test it out without the haste since a fair amount of people found it to be a bit too powerful.
I will take a look at the deck editing so it doesn't cut out, and yes, I did screw up the mouse locking, I will try to get both of those working for the next release, thanks!
Regarding not being able to click cards, I'm very surprised since I worked really hard trying to squish that bug and thought I got it working on the latest release. Maybe you played an older upload? If you don't mind could you let me know when you downloaded the game?
Lastly regarding clipping the ceiling and enemy pathing. The dungeon was kind of incomplete and unpolished to make it in time for the demo day, so yeah, gotta fix those, still, I appreciate you pointing the problems out!