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(+1)

Cool game, the card art was good.

I think you could start of with 3 mana, instead of having to skip the first round every time.

I beat all 3 on normal difficulty, although the difficulty is just the enemy having more hp, which wouldn't be harder for 1 and 3, only for the second battle I won with 0 hp, but that could also be done it would just take more time.

Some cards indicated obtaining some build points, but I didn't figure out what they do, (I didn't play the tutorial, mainly since it got added later and people were complaining they didn't know what to do so I wanted to test myself, and I'd say it was a standard card game, intuitive if you've played several before), also not sure what "going home" did, except that some cards got (mad) bonuses for it.

The exclamation points probably weren't the best way to tell the player that they can be hovered over, I think question marks would be better for that (also probably more yellow then orange/red).

Thanks for playing.

My idea of why you start with 0 mana  is that there are 0 cost cards that can swing the game in the early stages of the game but it didn't really play that big of a role after all.
The difficulty is actually the decks of the opponent changes but I guess it isn't really easy to see.
Build points are used to gain mana per turn. Sending a card home is this games equivalent of trashing i.e.: removing a card from your deck. 


(+1)

But if you use 0 cost card in the first turn, you lose out on mana, and I think there is a correlation between mana costs and card's power, this could essentially put you on 1 less mana for all subsequent turns.

You mean (sending home is) placing it in the discard from hand, because the cards still came back to the deck, and it has the same effect as sacrificing for mana (I don't remember if you could sacrifice when at full), the only use for it was the one overpowered card that got benefits from playing it there, so it could either be reworked, or more cards should benefit from doing that.

(+1)

To clarify, Candy can deal massive amounts of damage if there's no defender. The best turn to use it on is turn 1 as most human players would discard everything for more mana. My intention was to put the player in a position to decide to either start with a massive hp advantage, block potential damage or gain one more mana. But against my computer player this never really was a thing to be aware off.

Sending home is removing the card from your hand entirely. It doesn't go into the discard deck or reshuffled.  The benefit is to make the deck sleeker, so for humans, they can draw more Neko cards to build up to 10 Mana faster and have the priestess drawn more likely in the turn following reaching 10. For elves, a couple of cards gain hp on sending home, plus you draw the Archer card more often leading to faster victories. But for the difficulty level I had the game at, I agree it seems to not affect the gameplay enough to warrant doing it often.