Wow, thank you so much for taking the time to write such thoughtful feedback, this is incredibly helpful!
You’ve touched on a few points that really resonate with me, especially the part about the “limbo” between real-time and turn-based. The current system is indeed limited to one action at a time, but I’m experimenting with ways to make combos or queued actions possible, so your suggestion lines up perfectly with where I want to take it next.
The confusion with targeting and card resolution (like buffs/debuffs applying to the wrong unit) is also something I plan to clarify with better UI indicators and tooltips. You’re right that in a fast-paced game, the player shouldn’t have to guess what will happen when they cast.
Your thoughts on pacing are super valuable too — balancing tension without frustration is tricky, and your perspective helps me see where it currently leans too far.
I'm also planning on redesign and make a complete overhaul of the tutorial.
Thanks again for sharing such detailed impressions.