Well, for the itch page, I can try to make the fonts more readable, so that's actionable feedback. Totally unsure what "the colors need a lot of work" means in the context of the actual game. I mean it actually sounds a lot like you didn't even try the game! Also I'm not sure "too ambitious" is really a bad thing for a jam entry. I wasn't aware "playable in a ten minute span" was a requirement for the jam, but you're tehcnically correct, the best kind of correct--it takes me closer to fifteen minutes to finish a match on Normal difficulty. Not exaclty a 30 hour campaign.
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I meant no disrespect, but the colors clashed with each other, the cards and the text were blurred to the point where I could not read them. As for 'too ambitious' I have done a lot of jams. Most developers only have a very limited time to play the game because they are trying to get to others games. Jam games are not like production games. You make it extremely simple, quick to get interested and expect a 10 minute play tops. I am sure your game has potential but for a game jam it was way too compliocated.
You said a round took you closer to 15 minutes to play. Now, you wrote the game and it still took you 15 minutes. Take that number and triple it for someone coming from the outside having no idea what your game does. Now that have to wade through tons of text, then the game itself is not easily evident how to play.
This is not meant to be harsh, but the reality is once I saw all the text in neon green all bunched up and unreadable I knew this was going to be work, and work is not why people play games.
I just disagree with most points you made. I'm not going to enact the effort of explaining why for the most part.It's fine. I've been doing this a very long time. Apparently, so have you. I think we're both veterans, and we can agree to disagree as to a philosophy towards this kind of thing. I mean I see you've done 7DRL, that almost by default means that you have assembled something even more intricate in the same timeframe: roguelikes are fucking complicated. And I'm extremely proud of what I made here, I put in over 60 hours over the course of the week we had (it's not so much I have too much free time as that I'm unemployed/disabled which means all of my time simultaneously is and is not free time).
The poor contrast text on the itch page combined with a background that wasn't fully opaque and a background image that was also text-heavy, that was a genuine rookie mistake that I should have known better and I fixed within one minute of you pointing it out, so again, thank you for that was useful feedback. As for the cards inside the actual game, I'll continue tweaking the UI, everything is perfectly clear to my eyes while playing, at least fullscreened, but I should be able to get a variety of feedback from a variety of people on that over the course of the jam.
But also, idk, "I must play as many of these 47 games as possible" also just isn't my personal approach as a dev participating in a jam. It's a borderline Sisyphean task to try and play eveyrthing especially once you've just gone all out to get your game in on time. Generally, I prefer to pick 6-10 games that look right up my alley and try to give each one the time it deserves, whether that's 20 minutes or an hour. *shrug* We can agree to disagree on all this stuff, man.