Sorry that it took me a while to reply. I've been a bit off the radar these past few days and unable to focus completely. The last thing I want is to rush to answer people who take their time to give me feedback, positive or negative.
I was going to say, "it's not as if there's a big sign that says START OF NEXT TURN before you get the heat," but I loaded up the game to make sure I wasn't remembering that incorrectly, and it turns out I was. There is a sign that says "Turn [#], Challenge Phase," and it happens after you gain Heat. Also, when I get the Heat for the Engine cards I played on Turn 1, it still says Turn 1 on the status display in the bottom right corner. If you want players to think of the Heat gain as being at the start of the turn (so they aren't frustrated when they don't get Heat at the end of Turn 10), you should probably change those things.
Hmm, you bring up a valid point. This is actually a good example of how a developer can look themselves blind on their own game due to the iterative development. That delayed update of the turn value that you mention wasn't like that for the vast majority of the game's development since there were no animated transitions or visual guides to card effects at the time. Once you hit that End Turn button, a bunch of stuff happened all at once and then it was the next turn. By the time the transitions were added, I was so used to the mechanics that I didn't even think about this issue.
It might seem like a small thing to make the value update sooner, but it's not quite that straightforward. It's something I will look into, however.
Or, you could simply let the game be a little easier to win.
I already did this in version 1.1. And it will be even easier in 2.0 with the ability to "grind" new cards to power up your deck.
So, I'd suggest using a bold sans serif font of your choice and see how people react to it.
The card design and typography are actually based on the work of an established graphics artist. I believe, without actually checking as I speak, that I made few changes to the look of the fonts from what he established for me. Furthermore, I wanted to evoke the feeling of the classic collectible card games I played back in the day, such as Magic the Gathering among others.
Especially MTG, actually. And MTG uses serif. The same seems to be true for the FFG living card games, and these are all games that inspired me. It's also worth mentioning that the earliest versions of my game had thicker edges on the card fonts, but I felt this looked ugly and trimmed them back or even outright removed them in some cases.
It's extremely important to me to make the cards
feel like cards. I have a strong dislike for the popular trend of reducing cards to squares with an image and perhaps a few numbers in modern computer card games as I feel it removes the illusion of actually playing with cards.
But I did look at a few other types of such games after reading your post, and you're not wrong at all. Bold sans serif with thick outlines seems to be common, particularly for games that try to evoke a modern theme (which Supermodel should, honestly). It seems like the popular choice is fonts that take up minimal horizontal space, which is interesting. I will definitely test alternate looks for Supermodel's fonts before version 2.0. Readability is key, but so is visual identity. It's not easy to get right.
If you think your game system will be easy enough at its core, you can ditch most of the text and use symbols instead. It would also have the benefit of allowing more complex designs down the line while cutting down the amount of text.
There will be highly complex cards in this game, and you can see a few examples of this already. But it might absolutely be worth it to establish some kind of shorthand for the most common effects and triggers as well as use icons.
The challenge here, and this is something I pay a lot of attention to in all kinds of UI design even at my day job as a software developer, is that icons are
difficult to learn where text isn't. I could probably reduce an effect like "Start of turn: Gain 2 Heat" to an icon for "Start of turn" and two flame icons to illustrate the Heat gain, and it would be instantly readable. But what about new players? If they boot up the game and are greeted by a hand filled with all kinds of icons, they won't understand squat. It forces them to read and learn rules before they can even play the simplest of card effects, and that's not user-friendly.
This is the eternal challenge with UI design. Icons are brilliant for situations where your users already know where to find things and only need visual shorthand to guide them to their predetermined goal. But they are a nightmare to new users. I've had my own struggles with poorly designed icon hells in professional software, so I've seen how poorly that can go.
But I will see what I can do here. Some things are probably worth streamlining, even at the cost of making them slightly less intuitive. One reason I didn't even attempt any of this in the first version is that I thought it would be hard to combine images and text dynamically (particularly once you start considering translations). It later turned out that this isn't the case in Ren'py, so that door is again open to me. It's yet another thing that I will tweak and experiment with.