Looks, sounds, and feels great. I like the concept and it's good to see in the comments that you may be continuing development on it.
So.. some feedback for you, if you want it.
The UI is generally quite intuitive but I was a little confused at first. Beyond tutorialisation, I think a few small changes could help with this a lot:
- Icons instead of coloured boxes for attack, defense and number of rounds, and specific tooltips to help identify these elements, could make their meaning much clearer.
- Simple animations when picking up a resource of them zipping across to their respective counter in the UI would make the cards effects on resources easier to understand (particularly for monsters giving gold).
- Adding icons alongside any textual references to resources to help make clear which resource the text is referring to. For example when text mentions "coins" it could be written as "coins (🪙)" using your icon.
Given this is a jam game though, the current state is very impressive.
My decisions in the game often felt a little shallow, but I can see a lot of potential for strategic depth.
On my first run I felt I didn't have enough information to make meaningful decisions, but on the second I enjoyed weighing up the merits of each weapon and against saving resources. My decision making elsewhere quickly fell into a pattern. I would generally flip every card unless I thought it was likely I'd found all the resources early on a floor or really needed gold. When a monster appeared I just chose the most efficient weapon I had against that monster. I almost always killed monsters immediatlely, as it always seemed unwise to reveal further cards with a monster present. Similarly, I always took resources immediately as there was no reason not to. The two sets of resources (gold and hearts; and wood, iron and weapons) also felt very isolated from each other - weapons do ultimately gain gold and preserve hearts, and hearts allow you to reveal more cards to gain more resources, but I would have liked to see more crossover in other effects, such as cards like the coin-for-potion card which essentially allow opportunistic resource trading. Because these would still rely on opportunity, each set of resources could still feel distinct whilst having more interaction. I'm guessing traps primarily exist to force players to consider the risk-reward of turning over more cards, but they stood out as the only negative cards which do not give you a chance to respond. I imagine dying to them would feel cheap. Perhaps a little bit of Spidey sense "this floor looks trapped" or a more narrative version "these tracks are human... humans make traps..." on entering a floor with traps would make them feel fairer and double down on highlighting the risk-reward of flipping cards. If rooms became more dangerous for each round spent in them, for example if every other round all monsters on the floor gain 1 attack strength (and the player knows this), this would force the player not only to consider how many cards to flip, but also which to take. I think it's possible a mechanic like that could address several of the points I'm trying to describe here (it essentially makes turns spent on a floor into another resource to manage).
You may be planning this anyway, but I'd love to see a little narrative/world building baked into the cards. Just having a few different images and maybe titles for the wood cards could tell a lot about the world (as long as they are still at-a-glance identifiable as wood cards) - maybe you're scavenging ornate table legs from broken, ash-covered tables; maybe this dead mage's staff is nothing but a big sturdy stick to you; or maybe you sometimes find a 3ft long toothpick that some giant discarded. Cards with reward options could offer atypical choices as well. "Rusted Peacekeeper's Sword" could let the player choose either 1 iron, or a 2-use 2-hit sword - a small but interesting choice.
Anyway, please don't take these comments as overly critical. I'm only taking the time to write them because I think you've got a cool concept and these are the things that I felt needed work. I'm sure there are many ways to handle all of them and I'll be interested to see how you do it. Good luck!