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.