First off, thanks for playing and the feedback, it means a lot to me!
I can agree with what you've said, especially if you don't have any programming experience, the game can be tough to understand.
If you've got any ideas to make the game easier to pick up, I'm all ears! I tried to design the tutorial in such a way that it introduced the core mechanics while also not being way too long, but even the basics is kinda information overload, and I skimmed over some stuff (like enemy explanations). Hence why pretty much everything also has a tooltip..
I think I get what you mean by 'too little gameplay', but I'm not sure what to do to alleviate that issue.. I guess I can make the script execution be even faster?
From my point of view, the frustration with the game loop is that if you need to move in a certain direction, and the move card is just stuck in your deck and doesn't want to show up, forcing you to discard 3 turns in a row. I'm planning on adding in more movement options to help with that (specifically a teleport ability of some kind). Once I add in some sort of item system, I'll also be able to use those to influence movement as well, introducing more possibilities of how to get around the board.
Maybe giving the player a free move card in all directions (outside of the hand) every turn would help?