Doesn't look like it'll be updated any time soon, but I really enjoyed the concept behind this game. Using the social anxiety as both a meter and engine creates an interesting situation. Especially since the card game, while simple, allows for a variety of different combinations and interpretations. Alongside the vibrant characters and subdued background, it makes for a fun experience.
However, besides more obvious dev points like increased matching variety, more player card options/control (a deck selector perhaps), and more to enjoy, I feel it would be good to add a purpose to the "curse" cards. While I understand, it's supposed to become a throwaway, granting it an effect, like recovering anxiety or increasing energy in hand would make it more of a conscience decision on whether its good to keep the negative card or trash it to give you better matching options.
Also, a hard mode could be as easy as not showing conversation tells making the player make sense of how to lead the conversation themselves, with completely erroneous responses derailing the talk, locking up certain options and topics for a turn/time. Then, an easy mode shows the topic mood and is more forgiving with how mismatches effect the player.
All in all, despite it being a very short experience that may not get another update, I did thoroughly enjoy it and hope to see y'all take on a larger project with a similar design, even if more streamlined in the design style of Coffee Talk, etc.