Great job setting a vibe. The dungeon entrance unfurling was an impressive touch of flair.
I'm not sure the card acquisition/upgrade system is well tilted in the player's favour. I beat the game, but only on my third playthrough, knowing ahead of time what I was in for, and with some lucky pulls early on.
It seems like you need to keep upgrading your damage to keep pace with the enemies, since specing into healing or shielding early on isn't a reliable way to end fights quickly and with no damage.
And given you die when you run out of cards, and enemies can heal, you were incentivized to pour most of your upgrades into one card, so you could reliably deal a killing blow. If the enemy heals and I know I don't have the collective damage to get them back down, I'm just a dead man walking.
Acquiring new cares is useful sometimes; if you pull a Damage 3, a Heal or a Shield 4, since it allows you to skip a few upgrades, and actually gives you a chance to heal without making a net loss. But if you don't land those valuable cards, you've wasted an upgrade opportunity.
This is also to say I never used the remove option, given how vital the arms race was against the ever strengthening enemies.
All that to say, it was a short enough game that it didn't really piss me off. I was actually pretty close on my first run. And the surprise dash out of the dungeon got me pretty engaged. Mostly because I thought the timer said 12 seconds, not 1 minute 12. 😅
So, still a really fun entry.