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(+1)

I liked the art style, and the gameplay was fun overall. I'm looking forward to the full release to see what kind of endgame deck I can build.

The learning curve felt pretty smooth. The descriptions were clear enough, and the combat encounters introduced new things at a good pace. I could clearly see how different enemies pushed me toward different strategies.

The binding system feels quite strong. If the full release uses something similar to Slay the Spire's three-stage structure, I'm a little worried it might become too easy to bind most of the deck into very strong combinations. (Since card deletion feels frequent now) It may just be something to watch as the full progression gets longer.

For QoL, I'd also like to see some hotkeys. I'm used to playing this kind of game with a keyboard, so having shortcuts for common actions would make it more comfortable for me.

Thank you for the interest and kind words! ^_^

Yes, I am actively working on ideas to ensure the powerful rewards don't trivialize combat. Thinning your deck while powering up cards makes you quite powerful quite quickly. My first pass at nerfing this is in the works now, I may even have it in the patch later this morning! I am making it so that instead of getting to choose any of the three post-fight rewards, they are preselected and visible on the map. That way there is overall a little less card binding, taking a modifier is more of a decision, and you can plan your route based on what you get. I think it will be a big win, but I will keep an eye on this issue and see if more steps need to be taken.

Noted down hotkeys in my QOL section of my task list. I used to have a couple,  but removed them due to bugs (you could end the turn in the middle of choosing which card to discard for example). Adding them and making them remappable will take a little bit of doing, so it's good to know that there is interest in that before taking it on. 

I appreciate your taking the time to play and leave your feedback :D

(+1)

That reward change sounds really promising. Making the rewards visible on the map should make route planning more interesting too, rather than feeling like a nerf to binding. Also, this might solve the other problem that I'm not sure when I'll get a card binding/button. I've seen Vault of the Void doing something like that—making it clear nearly every reward for the battles.

Looking forward to trying the next patch!