Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
I'll be honest... a lot of how this game worked didn't make sense to me, even after reading through your page on how to play. Let me explain...
I did several rounds where neither myself nor the player got a point. This was because the way the game works is very bizarre. So I get that the objective is to get the ball to the opponent's end and try to get a goal, but what I didn't really understand was that, rather than having the right cards in play and then hitting the button to continue your turn... it's set up where you have to click a completely different button to ACTUALLY attempt the goal; there's no automatic attempt from having the required card. Not realizing this screwed me up until I came to write this feedback and realized what it exactly said in the instructions. So right off the bat, there's something I dislike: that you have to actively click a completely different, arbitrary button to make your goal attempt. The only requirement should be that you get the required card to attempt the shot.
Next, I didn't understand what was going on with the number of cards each team got. Starting from the player's side, I usually got five but sometimes I got 4. It didn't make sense to me. Meanwhile, some opponents only ever got 4 while one of the was getting 7 or 8! I'll be honest: I stopped playing after I had gotten the ball to the net was just having the worst luck with getting a shot card, only for the team who would get 7 to 8 cards to then take that ball from one end of the field to the other, get the card needed to attempt a shot on my goal and get more than enough kick power to ensure they got it. Every single card that could be a level 2 card was a level 2 card. It was insane, and at that point I was just frustrated at not understanding how the game was supposed to work.
Lastly, it felt like picking cards was purely random in the worst way possible. It was when I had two turns in a row where I got the turn end card despite there not being any sort of reshuffle of my deck. I also had several times where I would go through my entire deck and wouldn't get a single turn end card. As such, it became apparent that I had no ability to predict what cards could be in my hand at any given time because any card from my deck could appear at any given time, regardless of where they were.
However, even if this was fixed I feel confident I would dislike how the game plays due to one thing: RNG. See, I take issue with the concept of RNG as something that a game heavily relies upon, with two primary reasons why. However, only one of them really matter for your game. This reason has to do with how it takes any semblance of control from the player. The more deeply embedded the RNG is into the concept of "winning," the less likely the player is going to be able to have control over what's going on and to tip the odds in their favour. In this game, you're bound by the RNG of the cards to make any progress; don't get the cards you need at the right time and you're screwed.
Along with getting it to stop being pure random, there needs to be ways for the player to have some control over the situation, a way to get or have the cards they need at the right time.