Really good stuff! Especially the strong visual style.
I often felt like I had tricky decisions to make, which is exactly what I'm striving for in this genre. Also giving each opponent a specialty was a really good way to give the game a sense of inertia as you go.
A few thoughts & pieces of feedback, since you mentioned you're looking at expanding it after the jam:
- Opponents overly healing can have negative game feel. It might be worth exploring if there's a way to temper that, but its a very hard problem to solve.
- The wheel being forced on the player every X turns brought some depth, but also restricted strategy on the turn you're forced to spin it. Adding player choice on those turns could help with player agency. As an easy example, if spinning the wheel also discarded a card of your choice, then your 'random' action would still be beneficial to your overall strategy, although harder to convey.
- A scripted initial fight would be a really good way to communicate the foundational game play, as players often skim/skip tutorial text.
Looking forward to seeing where you go with it.