Suggestions:
- As you quickly gain the 10 cards you optimally need, add a drawback that some harder dungeons down the line require you to increase your minimum deck size? Otherwise you will quickly start to have no use for the cards you pick up. As you can gain +draw, than the deck can be larger without it messing up things?
- Perhaps also add some gatcha mechanics that you can merge 2 cards to improve them? Then 2 improved cards to further improve them and so on? If combined with the rule above, it might not always be good to combine cards. Increasing strategic elements.
- Also there should ideally be some kind of town you visit between missions, where you get to interact with ladies, etc. Perhaps a bounty board where you can add quirks to missions?
- Reduce the power of perks? Like halve them? You could also add drawbacks, "+1 draw" could be "+1 draw and +2 to minumum deck size", Perhaps replace the level system with an equipment slot system? And a shop?
- While separating physical damage and magical damage cards was fun, having monsters that permanently can become completley immune to one or the other will not. So.. avoid that. Or set it to a maximum of 75% or so, and then add items that can bypass 25% immunity, etc.
- Perhaps add some cards to make physical + magical deck combos viable? Like "deal 1 physical damage three times and gain +50% magical damage for 2 turns", etc.
It was pretty easy, and the healing spell ensured that you could correct any mistakes you did. I really missed some kind of town between the dungeons, but other that that. A really good demo :)