From the description I gather that the game is largely vibe coded, so I am gonna focus my feedback on the larger design decision and how coherent everything came together.
I think the idea of an automatic space invaders game mixed with card mechanics, even if not entirely original is a good one. I also like the general art direction and chosen color palette, to me the UI came together quite coherently and looks good in general. Standout for me are the graphics of the enemy ships - they are somewhat reminiscent of games like warning forever, which I am a fan of.
I found the music generally annoying and thought that it didn't really match the gameplay or aesthetic. Something low bit or even just instrumental pieces would've matched better.
Generally bringing in an overarching narrative is a good thing and would work well - however I felt like the actual dialogue was largely pointless drivel and felt like I was actively wasting my time reading it. I assume it was also AI writing, as it was a lot of text with very little substance or meaning I could make out.
The biggest draw back and thing that needs improvement the most is the gameplay though. Especially the card-game aspect. There were little to no actual decisions I was making when playing the game, just taking any card that spawned and dropping it on my ship seemed like a valid strategy, resulting in me just watching a simulation with minimal input.
I don't want to take away from the effort, that was clearly put into this - but I would say, if you cut out larger parts of the usual game development work you need to put more effort into making the parts that are made by you stand out more.