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This is really polished and has some super cool moments, but I'm kind of hung up on... the core mechanic of it being at odds with the rest of the design. The tense action where you have to decide moment-by-moment how to not die that turn is great, and the action economy is a good abstraction for it... but ultimately, success or failure hinges almost entirely on Did You Have Enough Basic Moves In Hand. The overriding concern is always "is a bullet about to hit me?", and the answer is almost always "yes", and the solution is always "play a move"- which means, if you don't have one, all the rest of your planning doesn't matter, and you're dead. 

Other deckbuilders have this core problem, of course, but they usually smooth over it with a health system that gives you a certain tolerance for failure. When it's an iterative system, building your deck properly you can lower the chance of being forced to take hits on your turn, and the outer game loop is about managing that risk. But... in a game like this, where a single failure means death, any significant random failure rate is a feel-bad. And the failure rate varies with the level design: the less cover, the more movement you need to be doing, but the incremental deckbuilder thing locks you into a certain proportion of offense to defense, forcing you to mulligan over and over to find viable hands.

I do like the action economy aspect- keeping an eye on your AP and moves-in-hand to ensure you don't get stuck taking a breath at the wrong time is a good tactical challenge. The question is how to preserve that core challenge- making the most of limited and unpredictable options- without creating as many situations where all roads lead to dead. Maybe... separate decks for moves and attacks? Or the ability to slash enemy projectiles out of the air? More cover options in the level design? I'm not sure exactly what the right solution is, but I think you want something to cut down on "a big guy with a machine gun is immediately firing at you turn one and your opening hand doesn't let you move, RIP" moments.

(Also- is there any significance to those Corrupted cards that sometimes show up in longer levels? I thought maybe relying on them gave you a bad ending, but I played through twice without using Corrupted cards the second time, and got the same outcome. Just a catchup mechanic for if you find yourself in a stalemate, or is there something else going on there?)