Hmm, seems decently built in many aspects for a good little tactical card game, but...well, I still haven't been able to get through a full match despite trying so hard!
As said, there is a lot to like here. First impressions were solid as I found the main menu very intriguing and stylish with its unorthodox navigation design, the tutorial, while a bit wordy, was decent enough at explaining things (though the game does a good job itself with intuitive design through universally-recognized symbols and the like) and the card battling did seem quite fun with a good amount of interesting cards to play. Was also impressed at the nice touches like including mini-games for loading/connecting. All in all, while a lot of the presentation is a bit rough, especially with the fonts, I think battling and building up my crew could be quite fun!
However, there were a lot of rough stuff that got in the way of fun:
*As said, while I was able to connect to people, I could never complete a full match: it always ended up, around half-way through or so, that suddenly the game would end and declare me the winner. Usually the round was still ongoing with no clear victor yet, so I don't think it was a rage quit or anything like that: maybe the other players were tabbing away like it warns against at the beginning, or maybe there are connection problems, I dunno: whatever it was, it all felt rather pointless.
*Mini-games, while not the focus of the game, were quite rough: for example, the fruit ninja game makes it possible to just click on heads to slice them instead of doing a full swish of the mouse like you should be forced to do so, and the hot dog runner game would sometimes creative unavoidable obstacles, like a railing and spike mat right next to each other that creates a length you can't conceivably jump over.
*Combat kind of felt like a slog: this was both due to me facing a lot of newbies who might've not known how to play (should make it more obvious how many action points they have remaining, when their turn is over, who they are controlling, etc), people taking forever to do their turn (maybe enforce a turn timer limit to keep the pace up), and an abundance of a lot of healing cards and low attack weapons (maybe healing should be rarer or removed). Meta-progression felt like a slog too with money barely trickling in and it costing so much to get just one pull of the gacha.
*There were times when I would drag a card over an enemy, only for the enemy next to them to get hit: wish there was some sort of targetting indicator, like highlighting the enemy that's going to get hit when you're holding a card over them but haven't placed it yet.
*There were some confusing aspects that caught me off-guard. I thought that using the shield cards would defend my guys, but it actually looked to not add to their shield, but replace it, and with a lower value? Also didn't realize I could skip a turn to collect more action points: my initial thought was it would max at 3 and not overflow, and I needed more powerful crew members to play the more powerful cards. Also despite the game updating to give grunts 3 energy per turn, the tutorial text hasn't been updated.
Basically, I really wish this game had some sort of single-player mode, both so I could practice before facing people online and so I could actually complete a match without some sort of connection issue, as I do think there's a fun card game in here that I just wasn't able to play. Would love if this game was actually recreated into some sort of single-player Slay the Spire story campaign where you build up your deck and crew as you go forth.