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(+1)

I really love this concept! That said, there's definitely some things with regards to the execution which hold that concept back. I'm sure you're aware since you've played your own game more than anyone else has, but just to get it out on the table:

As this is a roguelike, RNG and random loadouts are standard things. Sometimes you will simply have to play around the fact that you have a lot of movement cards, but not much attack cards. I think this is fine in theory. Particularly if there are cards that hit multiple enemies.
To highlight this, here's a moment that genuinely made me pop-off and made my day: I had four enemies coming at me. My only attack card was the one that can chain-kill adjacent enemies. And I spent multiple turns trying to get the enemies to move in such a way to line them all up and kill them at once! It felt really great. I think the potential to bring about those kinds of moments really shows how cool this idea is. Moments like that are really the highlights of roguelikes in general...probably. (I don't play rogouelikes, so I can't say lol)

However, this moment was the exception. More than a handful of times I simply lost because I drew no attack cards. Or I drew 1 or 2, but could only kill 1 or 2 enemies while there were 3 or more coming after me. This is due in large part to the fact that the card count is skewed pretty significantly towards movement, which makes sense, but it's probably skewed too far. This has a knock-on effect of making the character cards which don't give you more/different cards or kill enemies feel much less valuable.

That said, I think it would be pretty easy to go too far in the opposite direction. That is, too easy to make enemies too consistent to beat. Otherwise moments like the one I described before become rarer and rarer. I can think of multiple things to change up the balance. Obviously having more attack cards. Or what was suggested below about having the ability to always at least be able to move to an adjacent tile. Perhaps stuff like this was considered, which wouldn't surprise me, but game jam time limit and what not. The more changes, the more balance testing would need to be done and that takes valuable time.

Anyway, I just wanted to stress how fun I think the concept is on paper, even if the execution in terms of balance could've been better. Perhaps stuff can be learned from the other card game rougelikes that are out there.
Also, the pencil line art opening pictures were very cute. I don't know to what degree it was an artistic choice vs. time constraints choice, but I thought it was pretty adorable and set a fun tone.

Good job!

Hello, and thank you for your very detailed response! Since you wrote out so much for me, I feel it's only fair I send you a response back!

First of all, I'm happy you at least partially enjoyed our game! This is the first time I've made a card game, so there was a lot of learning going on in this jam, and not as much time for testing, haha. Understandably, there's a lot of things in this game that are rough around the edges (both from the viewpoint of you, the end user, and me, the programmer). Having the deck more skewed towards movement than attacking is definitely something I was aware could be a problem, but I couldn't fully tell how serious it was without more testing from other people (like you!). I appreciate you have the same mindset I had, that having too many attack cards would make defeating enemies too easy, and I also wanted to include multiple copies of the move cards to ensure the player could actually have decent manoeuvrability around the board and not feel "stuck", but in retrospect, there are not that many attack cards starting in the deck, which makes them show up infrequently. The initial justification for this was that you'd add more attack cards to your deck throughout the game to even out the balance, but of course this devalues the cards which don't either attack things or draw deeper into your deck.

Balancing all the cards was also not exactly something I had a lot of time to consider, particularly for the character cards... (see: Marisa. She originally didn't even discard anything LOL. The discard thing was sort of just thrown on last minute when I noticed that she objectively did the job of nearly every card but better.) The character cards are all meant to have really crazy effects so they can't truly be balanced against each other or the overall game, but there are certainly some outliers in terms of especially strong and especially weak.

Did you get to the last level (7)? Because that one had almost no time for testing and is honestly brutal. Our composer managed to beat the whole game though, so it must be possible...

The pencil line art was indeed a stylistic choice on the part of our artist, meant to evoke the ending panels from mainline Touhou games.

Thank you very much for your kind comment!

(Also I don't play roguelikes either, I just like card games lol)

(+1)

Funny that you say that you like card games. While I was playing this my YuGiOh brain was going off lol
It's cool to hear the thoughts that were behind the scenes, so thanks for the reply.

Unfortunately, I think the last level I was able to get to was the one where you have no starting hand (level 5 I believe?). Turning a top-deck war into a level was funny, albeit even more luck dependent than it already is. (I don't know if this joke will mean anything to you, but I wasn't expecting to Chaos Emperor Dragon'd in a Touhou fan game, so I thought it was funny even though I lost because I didn't draw enough attack cards lol)

I don't think it's necessarily a problem that the character cards aren't super balanced. (Though things shouldn't be so incredibly under or overpowered still, like Marisa.) Due to the nature of the game, you simply aren't always going to have the opportunity to get the best things.  Which is fine because these kinds of games are meant to be played multiple times and give varying experiences. While I haven't played it myself, what I do know about games like Binding of Isaac is that, because the weapons/items you get are random, you'll sometimes have to make due with stuff that you wouldn't normally use. Which can create novel gameplay scenarios.
For example, there was one point where I felt that the best character card to pick from early on was Youmu. Which was an interesting ability to try and plan around using.

I definitely felt the inspiration from the Touhou endings. It was a good touch!