Thanks for letting me try it out!
I wasn't able to get past the tutorial after several tries, so take this as first-time player feedback rather than feedback on the full game.
My biggest issue was understanding what I was supposed to be thinking about. It felt like the tutorial assumed I already knew several of the game's core concepts. For example, I could see things like enemy cards, threat areas, regeneration, and different ground patterns around units, but I never really understood what those mechanics meant or how they should influence my decisions.
The tutorial encounter also felt more like a difficult puzzle or boss fight than an introduction. My character seemed to have very limited options while the enemy had many actions each turn, so I wasn't sure whether I was making mistakes or simply missing an intended mechanic. I think a simpler first encounter that teaches one concept at a time would have helped me build a mental model before combining everything together.
Presentation-wise, I also struggled a bit. The zoomed-in, low-resolution art made it difficult for me to quickly read the battlefield, and without sound or music the game felt harder to stay engaged with during repeated attempts.
That said, I do think there's an interesting idea underneath it. My impression was that you're aiming for something closer to a tactical board game or chess variant where positioning and predicting enemy movement matters much more than raw stats. If that's the intention, I think the tutorial should spend more time teaching players how to "read the board" before expecting them to solve difficult encounters.
Hopefully that's helpful, and good luck with development!