First, thanks for detailed and thoughtful feedback
end button on top of the right screen” … i would prefer it to be placed directly under the hand of card
Do you play on PC or mobile? I do not quite understand which locations you refer to. Do you mean to place ‘end turn’ button between cards and items?
large enemy armies with tons of hp and then when you defeat them you jump back to some “easy rats” with maximum 2 HP.
This is strange. Can you tell a little more specifics? There may be bugs in level progression / balance.
Other Stats apart from HP … introced later to the game and the Warrior class … about “keeping the hp” above the threshold.
That is correct. After reaching stage 12 with warrior, you unlock second hero, focused on MP, and so on.
display of how much cards will be drawn
Good idea, will do in next version
play many times all of my drawn cards and barely get punished for it.
“Fatigue” is meant to make “infinite” builds harder to create. Is starts to take effect only after you play 10 cards per turn, which is very unusual for basic Warrior build. However, after unlocking more cards / items, player gets access to many combos which allow dozens of cards per turn. In fact, this is one of the most common victory conditions on higher difficulties.
There are some artifacts that seemed to be “relativ OP”
Indeed, there are many very powerful items in this game. However, the relative power level is situational and not as obvious as it seems. For example, while “Staff of Venom” is a very good early game item for lower difficulties, it is sometimes not just weak, but even detrimental. Reason: this item prevents stalling (that is, intentionally keeping weak enemy alive to gain time for permanently buffing hero). On the other hand, “Cezve” (item which helps reduce Fatigue) is completely useless for simple builds, but may be literally game-winning when you build for “single-turn burst” and do not find other sources of fatigue reduction.
most of the times this card is offered it seem to be completely useless in my tries so far … there were not much “toughness” enhancing cards offered
This is a general problem in synergy-heavy games (which mine certainly is). There are special mechanics in my game (card stashing and quests) which helps player to increase probability of assembling combo. You may want to read strategy guide on this forum for more hints. That being said, I will try to add more toughness-related quests in next version.