First the good:
-The first nodes are very good at introducing the game's unique mecanics
-Binding animations are cool. It is a good thing that they can be skipped, as I don't see myself watching them more than once per run.
-The aestetic is quite unique
The big point:
The game balance seemed off to me. With the binding/upgrade mechanics, the idea is that you want to quickly combine your skills together, forge a few powerful attacks and use card removes to get rid of extra attacks so you have a thin deck full of crafted powerful cards. Why not, it gives the game quite a different gameplay feeling compare with let's say slay the spire. My problem is that the game keep proposing in its card rewards a lot of cards that doesn't seem to justify their inclusion in the deck by themselves (except may be reckless assault who is the only high damage card I remember). For example cards like "deals 1 vuln to all enemies", "deal 3 damages to all enemies" or "next turn get an extra bead". It feels very weird that the cards the player can get have a very difficult time comparing against the basic block or the opportunity cost of simply combining two blocks. Attack augment follow the same pattern, why pick one when you could combine two blocks and card remove an attack?
The rational move is to skip card rewards until you get something really interesting or until you have already combined everything (and added a knob to every cards, for good measure). At least with this demo, the game didn't give me a reason to act in any other way, hence how I finished my runs with so few cards. Once a strong deck is assembled, basically nothing can perce through my block-blocks, not even the boss. I just need some extra damage.
In short, I don't know where you are going with the balancing, and since I don't have the full picture and can't say how much of a problem it actually is. I just wanted to share my thoughts on the matter.
=== Some other minor things I noted ===
It is very counter-intuitive that a cantrip card combined with a non-cantrip card doesn't cost 0.
Reckless assault being a skill seems like a big flavour fail.
Me trying the number change node:
-Wait, I only gain 3 on one of the two numbers of my block-block card?
-Wait, why can't I go back to choose another card?
Seymour enemy: It is very hard to keep track of their damage, as you need to take into consideration the hand discard (and possible reshuffle). I would suggest to use the scrap size when "end of the turn" is pressed instead.
The anchor has the same "hand discard at the end of the turn" confusion. Also, I don't think it should trigger the reflect effect, as the player will likely not realise that the anchor will deal damage at the end of the turn.
I saw the scrap pile saying it is empty when it wasn't (I think it was when there was no card in it at the start of the turn, after I just played one card)
Be wary with healing even if it up to 20HP, some degenerate people may stall fights until they get every scrap of heal they might get.
Conclusive: The "deals 5 extra damage" is not reflected on the card damage value, which is very confusing
Stretch => attack point => you mean attack bead?