Crocheting, particularly amigurumi, is one of my favorite hobbies. When Triston Griffiron recommended this to my partner, my partner passed it along to me knowing I would want to play if for no other reason than the crochet doll hero. Stitch is delightful, and I low key want to crochet my own.
The art is wonderful. I'm particularly fond of the sewing needle and thread and the pins to show who is going to be targeted by an ability. The animation when stitching two cards together and sewing a button on are quite fun, though I also appreciate that I can click to skip them if I wanted to. The sewing kit to end turn and the abacus to keep track of the number of abilities really helped add to the feel of the game. I really liked that when joining cards, the order you clicked on them changed the way the card look. It was cool to see the different ways I could combine two different cards. The enemies are pretty cute, and I like the way they are 'stuck' on the popsicle stick. I even like some of the playholder art, and felt it did a good job of conveying to the player what you have in mind for the finished project.
The volume wasn't well balanced. I turned my volume up because I could barely hear the music at the beginning. For much of the game the sound seemed fine, but every so often I would get a sound or a bit of music that was uncomfortably loud. It was most noticeable with the sound that played when sewing two cards together, in part because that particular sound was unpleasant for me. I played around with the volume settings on the main page, which did help a lot, but I still played the game with my volume set on the quieter side so the louder sounds wouldn't be too loud.
When I added a button to a Block Card, it would target the last enemy instead of myself if I actively used it. I noticed it with both a White Button and a Blue Button. I noticed it with the White Button on my first run, when I was still experimenting and figuring out how things worked, and with the Blue Button when I wasn't paying enough attention to the card to notice the button. I know the buttons add bonuses when you discard a card instead of using it, but it does seem odd that using it would benefit the enemy in this case instead of myself.
On one of my runs, I got the Poisonous Stuffing Treasure. Afterward, it seemed like I would sometimes take damage when I attacked. It wasn't clear whether that was do to the Treasure or something about the enemies I was facing, though I don't recall having taken damage when attack them before (the enemies were Ginni T. Poppins). Editing while doing another run: It was due to the enemies. I don't think I really acknowledged their Momentum ability before, in part because the other times I had faced them, they were with other enemies and focused on the other ones first. I was facing three of them, and one of my cards did damage to them all. I noticed that they all got poisoned, and then saw that my health was lower than I had thought it was, and connected it to the Poisonous Stuffing instead of the enemies ability. I don't think this is an issue on the game's end, as the ability is clearly visible and mousing over it explains things just fine. I was just paying more attention to the poison than anything else and that was on me.
I think the biggest thing I would have loved to have seen more of was crochet and yarn specific related items. Maybe something like a mini crochet hook as a healing type card or Treasure, or having the hammock look like a granny square at the rest sites. Throwing a yarn ball as an attack was fun (though I was also going "Nooo! Don't tangle the yarn!" each time I use it lol), and I loved the way you used needles, pins, and thread throughout. But I also wanted more yarn things. Also, as a small note, at one point the king referred to Stitch as a "knitted knight". I personally don't get annoyed when people use knit instead of crochet for my work and was amused by the alliteration, but I know there are several folks in the crochet community do find it frustrating when a crocheted item is called knit. I don't know if it's something that really needs to be changed, but I wanted to give the heads up because it was something I did acknowledge.
Overall, I thought the game was fairly easy, though for a jam game or demo, that's not necessarily a bad thing. I lost twice, once on my first playthrough and once on a playthrough where I was doing a bit more experimenting and testing certain things I came across in earlier plays, but most runs I won. There were a few card combinations that felt very powerful, such as combining a Block Card with Body Slam, but it also felt rewarding to figure out those sorts of combinations. Luck definitely played a factor, which is to be expected in this type of game, but it felt like it favored the player a fair bit. That said, I had fun with it, and I still needed to think about my card choices and combinations in order to win.
I really liked the core idea of the game, with the combination of deck builder and crafting imagery, and I think you put it together really well. I hope you continue this and make a full game, with more story and acts, because I had a lot of fun playing it.