I love the idea of using time as a health pool! While I’ve only played a few rounds, it seems like that could have been explored a bit more, perhaps with timed minigames or something like “every 10 seconds, everyone hurts” to encurage faster gameplay if that is intent, as now it feels like the health/timepool is a side effect of a turn timer, and less an active game machanic to drive desisions.
I also would love to see a “refresh hand” option at the cost of time or something as I was often left with 5 healing items at 50 hp so I would activly choose cheap healing cards to empty them from my hand in hopes of more offensive ones.
Anyway, I really enjoyed the game! Good job and good on y’all for making a lovely game in only 4 days! (Mines a little crunchy :)