-The font is hard to read, color contrast doesn't help
-"You start out..." could be replaced with the cards shown laid out, plenty of space for that
-If you can't play a card, indicate that somehow (shake on click, show a tooltip etc.)
-On long hover tooltips for actions could potentially be useful -UNDO on atleast targetable actions pls
-Don't let me "Play actions" if I have no actions left
-enlarged dungeon cards go 10% offscreen at 1280x720 windowed
-the rat attack anim feels more like it getting hit
-put the "Stop buying cards" in the store window (mb?)
-consider: should you force opening new dungeon cards if there's enemies present?
-it wasn't obvious that clicking the stairs while making actions would redeal the dungeon cards -there's no incentive to reveal cards in any specific order -- consider tieing the mechanics of the game around the positioning of the dungeon cards (e.g. "on reveal also reveal/close/destroy neighbouring cards" or have actions interact with the dungeon state too)
-I don't think I like the descending into the dungeon to clear all the mobs (though this would be more obvious with longer plays, so could be wrong)
-consider: revealing a dungeon card automatically on-descent (=entering a hall) -- I need shit to make sense thematically for atmosphere points
-had the boss at 4/20 from the first turn just buying backpacks (+sleeping bags when run out) and gloves with occasional best weapon and two best xp gems -- it's too easy and I didn't put any reasoning into the building
-Unity somehow broke my NP++ when tabbing, thanks
10/10 Needs deeper mechanical links.