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Definitely agree on the starter deck comment. The starter relic or "strike synergy" also needs some work because it feels very arbitrary which cards count as "strikes".
The Scrapinator, did you play more than one run and if you did, did you get use to the starting deck being so varied?
Also, I hear you Aki about steamrolling, I'm having thoughts, maybe it would be a power fantasy, or may be a bit too easy to do so and in need of further balancing :)
Also, I hear you about the Bleed mechanic, I've tried to write it as clear as possible, I'll think of maybe adding an example in the description to further clarify the mechanic.
As for some enemies resisting Entangle, in this update I've added a text pop-up, that would make it clear to the player, that it didn't apply the effect. If you have any further feedback about the clarity, please let me know. As for balance, since it's a pretty strong effect, lower cost and rarity cards (as the starter Ensnare) have percentages to resist, while rarer cards apply it just like that, but have exhaust. Of course, Snaring Trap and with some upgrades, Ensnare becomes non-exhaustable source of Ensnaring, which could render the enemies skipping their turns a lot, so in that sense I've tried to balance it out by not making it so simple to apply to bosses :)
Thanks for your feedback, Ostorm! I've added draw effects to a few cards in this update, and am aware of there being a bigger number of attack cards (sometimes it could feel like they are too similar). This character is a bit more focused on the offensive regard and I also hear your feedback, some changes might be necessary. If you test this update with more draw effects, let me know if it makes the experience smoother :)