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Thanks for the feedback!

Yeah, the health recovery card is already implemented and will be added in the next update. It'll work exactly as you described

About the music - yep, it's in progress

Could you describe how you imagined the attack phase working? Like, were you picturing it as more of a tactical puzzle? That part was actually designed to be more fun-focused rather than strategic. I can ask my playtesters about it and there's a chance the attack system could get a rework toward something more tactical

(+1)

Not a tactical puzzle, no. I think fun-focused is the right call, I just want a bit more to decide in there.

What I had in my head was a few special cards you only get once per night, something with an area effect, and maybe an ultimate that unlocks when a condition is met. A meter that charges as you land hits, that sort of thing. The part I actually like is having the defence phase feed that meter: dodge a projectile at the last moment, really close, and you get bonus charge. Then playing well in defence carries over into the attack instead of the two halves being separate, and there is a reason to take the risky dodge.

One smaller thing. Enemy health in the attack phase. The cards show me how much damage the weapon does, but I have no idea if that kills the thing or leaves it standing, so I am guessing every time.