I tried replaying the game to get past it, but I can't click on the final level in the selection screen. Regardless, I have thoughts.
This game has a lot of promising ideas with the card generation, acceleration buildup, landing, and shop mechanics, but I think it needs something in the way of decision making on the player's part to give all these systems ways to shine.
The card generation system is interesting because in theory it can force you to play cards out of your hand to make room. The problem is that there's never any reason not to just play every card in your hand all the time anyway. The slow progress bars on the cards you play make it so you want to get cards loaded up early and often to get full value.
The acceleration might be a fun risk/reward system where landing the ship gets more difficult, but your time to beat the stage goes down the more speed you build up. But since you're playing every card in your hand anyway and the speed never gets up to unmanageable levels, the speed your ship moves feels less like a choice, and more like just a predetermined timer before you hit the next island, especially since speed up cards come in at a fixed rate.
The choice to land your ship or not can create interesting choices of whether or not to keep the current run going or "cash in" as it were to maintain your progress. It's just that it never felt like I had enough time to even consider going for the next island, or I had so much time it was obvious I could make it easily. There's also just not enough incentive to go for the risk of going for an extra island since speed ups are always guaranteed to come in frequently enough to get me where I'm going.
The shop mechanic completely flew under my radar for my first play through, I was able to get past level 2 my first go around without using it at all. With the checkpoints how they work, there's no reason not to just blow your first life on each stage getting a bunch of money to get all the upgrades, then respawning and having all your upgrades for free. Being able to get a couple extra seconds for money can be helpful, but in that case you either click the button or you die, so not much of a choice.
I guess my point with all this is; the player isn't given much in the way of choice in a deckbuilding game, and I think the solution is right there in the genre; I think this game needs the player to be able to influence the deck a bit, and have more varied cards. Cards that you might not want to play all the time, but are worth saving for later.
The presentation of this game is really well done, which is why I wanted to leave you with all this feedback. You clearly care a lot about this game and I want to help you make it better! The visuals are clean (though all the buttons are a bit overwhelming when first loading in), the music and sounds are nice. There's a few typos in the text but I'm sure you'd iron those out in the future. There's also some visual bugs where when cards are first spawned, they appear beneath the UI of the game, and have to be grabbed once first before you can see them dragging around.
Best of luck!