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(+1)

Oh awesome someone else did a "Scoundrel-like." I really like the direction you went with it, really leaning into the RPG mechanics while using the "card game" as a base. Good work with the sound design, and art. The UI and controls were very polished. I wish I can get that level of polish in my jam games, honestly! 

Some nitpicks:
- A few things, the pixel art is great. The CRT filter was a bit much, so I did switch it off in the settings. I think it would be a little better for the user if the game automatically went to the title or restarted the run on the end game scene, instead of having to navigate to the settings menu.
- I think the 'boss' being unbeatable feels a little bad but I might be missing something. I was able to win by running away near the end, but I'd love to see a version of the game with clearer win conditions!

I can definitely see myself playing this again and it would be great if you expanded on it more after the jam.

(+1)

I love your reply. Thanks for the feedback. I agree with all your nitpicks, they honestly were result of a deadline. 
-Crt cause i wanted to cover all the mixels
-The restart thing i knew but since there was "semi easy" way to restart i focused on other stuff
-Idea with unbeatable boss was to 1. force player to engage with running away 2. Create more "count down" theme elements, smaller deck, chasing demon gets closer etc.
As for the future updates i have few things in mind, but we see how this goes.