

I find it frustrating that it isn’t possible to eliminate more categories of items from the chest.
I appreciate that if you rush scrolls until you get all six spells, you can stop getting scrolls.
I’d love to have a way to stop getting weapons; for instance, perhaps you shouldn’t get weapons if there are no enemies and the time-to-next-enemy is more than a certain threshold? Or, for that matter, I’d happily pick a chest upgrade that gave no weapons.

I have the same feeling about that boss. It’s possible to find specific relics to work around it, but in the absence of those relics, it seems far too punishing.
Note, for instance, that Balatro has bosses like “don’t use the same hand twice” or “only use one hand type” or “all face cards are debuffed”, which can punish certain types of builds, but it doesn’t have anything like “all enhanced cards are debuffed” or “cards can’t give you mult”.
Often, there is more than one word that perfectly fits the given blanks, but the game is looking only for one of them. So, it becomes a game of “guess what word the game is thinking of” rather than “guess a word that perfectly fits here”.
By way of example, there is more than one four-letter word for “xxxx tales of”.
Another example:

(It was looking for “face”.)
Fun! Would be nice to have some easy way to submit dictionary words it doesn’t recognize, perhaps with a citation to something standard like Merriam-Webster.
https://www.merriam-webster.com/dictionary/chav https://www.merriam-webster.com/dictionary/chad
I don’t know what the best place to report bugs on the published version is; I have the Switch version, and can’t use the Steam forums.
I found a bug in the true ending path. Since Itch doesn’t have spoiler markers, I’ll try to describe it in a spoiler-free fashion; happy to provide a more detailed description if there’s some other way of submitting a bug report.
After time moves forwards, there’s a low-contrast (green on green) hard-to-read text box. I quickly took a screenshot to investigate later, then because I couldn’t read it, I tried doing the thing you can do earlier in the game to read secret messages. I opened the menu to do that, changed that setting, it didn’t make a difference, then I saw the credits start to roll and didn’t want them to roll with that setting still set. So, I opened the menu again, and it opened under the credits. I tried to blindly navigate to change the setting again, but I think I accidentally hit the “main menu” option instead. From that state, trying to resume the game (with “play” rather than “new game”) resulted in the game trying to load indefinitely, freezing at 90%.
(I did, ultimately, figure out what the green-on-green message was, when I went back to examine my screenshot and zoom in enough to just barely make out the text and then decode it. And I went back and played through the true ending again to let the credits roll and get the final achievement.)
Thanks for an exceptional game! I hope this bug report is useful and gives you enough information to reproduce the problem on the Switch version.
Victory on Ascension 6! Pretty happy with how the deck turned out.

A couple of ideas for higher ascensions and higher bonuses:
Interesting idea. A few bugs:
The game timer should not be running in the background while initial explanation dialog is showing.
If you pause the game, then switch away from the tab and switch back, the game unpauses; it should not unpause until explicitly hitting resume.
If you pause the game, and hit “Quit”, the game just resumes. If you pause and hit “Quit” again, then it quits.
Please consider pausing while the shop is displayed.
The explanation dialog doesn’t say anything about how to hit enemies; it says hitting q “gives you a set of attacks and the number is based on how you roll”. I was moving around hitting q and trying to figure out why nothing was happening. Didn’t realize that the game requires the mouse to aim; would be helpful to have that in the tutorial, not just the bottom of the itch description. (Would also be awesome to be able to play with just keyboard.)
I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?
EDIT: originally wrote a comment that mischaracterized the animations, rewrote it.
The feeling as the cards fly into the enemy before going to the discard feels good.
The way they get drawn and discarded feels good.
The “phantom card” in the hand that dissolves while the real card moves feels wrong, compared to many other games I’ve played with hands of cards. The fact that it’s a distinct object, while the card itself flies off, feels off compared to everything being based of the card itself.

Got that while playing a series of the zero-cost two-gold or two-damage cards. Nothing out of the ordinary.
Once I got that, refreshing the page and trying to restart the game had it stay on the screen that says “Running…” forever and never start. Eventually that stopped happening, but it happened several times in a row after getting the crash.
Just confirmed that I can reliably reproduce the same crash by playing the zero-cost two-gold and zero-cost two-damage cards in a loop. And afterwards, refreshing has the same result: stuck on the “Running…” screen.
I think I figured out how to reproduce the problem. Click the upgrade card, then quickly click the card you want to upgrade while the upgrade card is not yet in the discard, then click the upgraded card to play it while things are still moving to the discard. That seems to reliably make the end-turn button stay disabled.
Before (entire deck in hand):

After:

Final boss, zero damage, first-turn kill.

(This only unlocked Ascension 1, because of the bug mentioned in https://itch.io/post/15621563 .)