I felt like I still had to work out the mechanics of when I can play what card, myself, essentially. This isn't actually too much of a problem for me, personally, because I find it kind of interesting to work out stuff like this. More of an issue is that the play feels kind of meaningless before you get to the point where you might actually fail to get through all of the enemy cards, and then take some damage, and it takes quite a while to get to this point. What I would suggest, then, is a small tutorial situation, with a small deck and small number of enemy cards, but with this situation carefully design so that you actually have to make the right decisions to get through this without taking damage.
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Thank you very much for playing the game and the feedback! :)
Good to hear you could figure out the rules yourself. That's actually kind of the approach we try to achieve: giving minimal guidance and then the players are hopefully interested enough to discover the rest by themselves.
It's interesting to hear that the play felt kind of meaningless to you, until you took some damage. We also had the opposite feedback in previous versions: damage too early; player should be able to clear all card more frequently. Of course there are different tastes about difficulty. I guess we have to try and find the sweet spot by making continuously small adjustments.
Thanks for the input, we will consider it and try to improve the onboarding for the players.