Pretty neat game! Overall everything feels pretty interesting, well-polished and intuitive, thanks to the good use of animations, UI and feedback, as well as the tooltips/info you acquire through being able to practically right-click on any element: while the tutorial did a decent job at laying down everything I needed to know, whenever there was a part of the game I was slightly confused about, such as the aura cards, it was great to be able to easily find out more through a right-click. With that, I had a pretty good time getting to the heart of the game, strategizing and planning my way move-by-move through a room, nay, through the floors: fun stuff!
There were a few parts that did trip me up a bit though:
*There are some instances where tooltips and menus will actually go off-screen, rendering portions unreadable or actions inaccessible. An example of a menu going over would be the hero's deck, where the close button is only half-onscreen, and even an item as simple as the knife can have tooltips that go off-screen and make it impossible to read about the 'reusable' property.
*Whenever I wanted to select a card below my current active card, whether it be in the weapon or armor deck, it was very difficult and fiddly to pull off: you kind of have to put the mouse over it very slowly or something awkward, it was very inconsistent and would usually either not target the card below at all or refuse to move the targetter from the card on top/active card.
*While the tooltips are very nice, perhaps they could be reduced to be more brief, spaced out between sentences, or at the very least bold important words: they can end up just being a big wall of words that is difficult to parse.
*While I got used to it eventually, I found the durability system very confusing. On initial inspection of the cards, it seemed like the knife had 3 uses while the rusty sword had infinite uses, but instead the knife had 4 uses while the rusty sword had 1. Why not just list the durability on all weapon cards like that immediately instead of this awkward state where it has one more use when the durability counter is gone? As said, even if I accepted that the rusty sword is single use because it has no durability counter, it was really awkward to realize the knife technically has 4, not 3, uses, because it still has a 'zero' state after reducing reuses to 1. Usually when something has a 1, it means 1 more use, not two more!
*I found the death state of the player really awkward and delayed: sometimes I was surprised to find out that I'm dead because my guy still looks fine and enemies still play out the rest of their turn before a full game over screen pops up afterwards. I think when you die the game should full-stop immediately with no further turns from anything and it should have a bit more fanfare, like your guy exploding or keeling over with a scream, mayhaps.
*Call me stupid, but I was a bit confused at what the goal was initially of a run. The tutorial gives a certain precedence to prioritizing getting away and not necessarily killing everything, so I figured my goal was just to get to lower floors while picking up loot when I could do so without considerable risk. The whole 'backtracking' thing confused me: I didn't realize it was punishing me because I hadn't killed everything yet, I thought it was just making me walk into and out of the dungeon with my loot to complete a run. Eventually I realized that killing everything was the goal, but perhaps it could've been made more clear somehow.
*While I like the game, it is rather dry, both in a graphical sense and in a story sense: there's just a lack of a strong motivation through some sort of fun characters or ultimate goal or changing environments or some sort of progression of that nature. I understand this is most likely part of the active development, but I just wanted to be sure to emphasize just in case.