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  1. About being underdeveloped: please note that this is an entry for a game jam, not a real game
  2. About lacking descriptions: are you aware that you can shift+click a card to see its description?
  3. About not being completable: well, I get the amulet 4 times of 5, at least with a Fighter. I know it doesn't help, but it's true.

For certain you are right, but mind two things. First, from what I have heard, developers sometimes loose measure of how good they get at playing their game, expecting comparable level of skill from the players. This ought to be a small game, right? Other thing, is the patience.

But I guess that I may not properly understand how roguelike games are meant to be. For the shift+click, I did not know, but perhaps it is maybe too obscure, then? Why not make it more transparent, easier to spot? Still, the case is accessibility.

...perhaps it is maybe too obscure, then? Why not make it more transparent, easier to spot?

This is obviously my bad, can't argue with that. I will update the description of the game.

developers sometimes loose measure of how good they get at playing their game, expecting comparable level of skill from the players.

Yes, indeed. I mentioned my winrate only to make the point. I mostly rely on players feedback, including yours. For now, judging by the overall feedback,  I see no reason to rush fixing the game difficulty.

This ought to be a small game, right?

This ought to be a roguelike game. If a player quits after just a few tries, it's not a very good game. If a player wins after just a few tries, it's not a roguelike game.

(+1)
This ought to be a roguelike game. If a player quits after just a few tries, it's not a very good game. If a player wins after just a few tries, it's not a roguelike game.

Well said, cannot argue with that.