I think purely negative cards feel somewhat pointless, not because they are too difficult, but because there is simply no real reason for the player to choose them. A more effective solution, in my opinion, would be to design cards that offer a meaningful benefit in one area while also introducing a downside somewhere else. That creates actual decision-making space for the player: is the bonus worth accepting the drawback or not.
In that kind of system, negative effects become much more interesting, because they are part of a trade-off rather than just a punishment.
And yes, I would be very happy to follow future updates if you decide to keep working on the gam