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(+1)

I think EMP needs something more to indicate the situation. Maybe make the energy indicator stand out more when it is negative to draw the eye so players know how much AP they need to act. This time through I don't think I looked at it.

I do think that adding some progression to the order you get random cards could be good. Maybe don't force it to be completely linear, but make it weighted. There is something to be said for the feeling of getting lucky with a better card sooner. As a simple example, when starting the 1st tier Flower could be weighted as a standard 1.0, while tier 2 is 0.5x chance, and tier 3 is 0.25x or even lower. These numbers would update based on the cards you have. I think they should be based on the lowest level missing being at 1.0x, and all above being scaled from there. It is still possible to get them, but significantly reduced compared to the lower level one that it would make sense to get sooner. You could also add a limit so that they can't jump too far ahead. Maybe they can only get the lowest tier they don't have or +1 tier, and not the +2 tiers or beyond cards. This does add more complexity, but would probably be worth it for that feeling of getting something extra when you get lucky, without things being completely random.

(+1)

I will definitely improve the EMP indicator. I have seen people confused by it before and it needs to be remedied.

Right now the cards are not random but based on the enemy fought. For instance, the energy crusaders give energy cards, and end bots give self destruct and so on. I think I need to make this more clear in the game. I want to give the player the feeling that whatever cool thing they see the enemy use, they can use it themselves if they beat the enemy. I feel like this element is not communicated well in the game.

I agree with your approach of card progression!