Hmm, a bit mixed on this!
On one hand, the game is pretty decent and reminiscent of deckbuilders like Slay the Spire and all that jazz. Despite it's simplicity, I did have fun trying to strategize and use the various cards to the best of my ability, and I think its designed rather intuitively that I was able to grasp how to play despite going in blind. Definitely feels like it has the basic core structure in place for a promising game!
However, the game does feel incredibly underbaked and unpolished in its current state. So many aspects feel so clunky: there's no music, it feels very dry, the 'combat' title is left on clearly non-combat phases, sprite/text layering is all screwed up and leads to unreadable text at times, the output for damage is confusing (why when I block all damage does it both play a punch sound instead of a block sound and still popup a number like I got hurt, for example), it's not clear at times how you're supposed to proceed with all these buttons and such left on screen, and so on and so forth.
Furthermore, typically with jam games I like to see brand new concepts or wacky ideas get field tested to see if they are worth more work, but this is just a deckbuilder that is imilar to other deckbuilders, so there's not much to gain here (though obviously it's not a sin to be unoriginal, lord knows I am). At the end of the day it's a jam game so I don't want to be too tough on it, but it's out here and you can't always count on people respecting that context so I do want to deliver the best feedback I can think up.