I will say, however, that the player's HP might be a little too high off the bat. It's high enough that you're unlikely to lose to anything while at full health, but having your health gradually chipped away by fights heavily in the enemy's favor (to seemingly offset said large health) doesn't seem fun. I rather lose because of a mistake on my part than lose because 10 rounds of being absolutely swarmed eventually dropped my resolve to 0. Victory and defeat alike should feel deserved.
I would argue that's sort of a core part of the roguelike genre. The protagonist can usually win any single battle easily, unless it's a boss or you're seriously outlevelled, but you need to carefully manage your resources in order to last to the end of a level, so the challenge of a typical combat is not how to win
this fight but how to get further and gather more resources without taking any unnecessary damage.
Ignite/Bleed is 100% too weak. You're trading off a bit of damage now to deal close to no damage later.
A single point of fire is almost worthless, but stacking multiple spells with burn effects is extremely powerful. Like, if you just hit them with burn 2, they take 2 next round and 1 the round after, for a total of 3. If you stack that to burn 4, they take 4+3+2+1 or 10 damage. Burn 10 means they take 10+9+8+7+6+5+4+3+2+1 or a total of 55. If you have a single Ignite card in your deck, you're putting out 5 burn every two turns so for example against the floor boss you could spend 5/6 of your energy on the minions and still do massive damage to the Guardian behind them for a single energy point every other round. 5+4+8+7+12+11+15+14+18+17+21... her 120HP melts away in eleven rounds without you even paying attention to her. Fill your deck with nothing but Ignite and focus them on a single target, and your victim takes 15 on the first round, 29 on the second, 43 on the third...
A single flame tongue in amongst your sword techniques is definitely less valuable than the other 1 point attacks you could be using, but a full up pyromancy deck is ridiculously deadly.
Quick strike on the other hand adds a little bit to any deck, but can't really constitute your primary source of damage unless you have a lot of potency or your deck is nothing but quick strikes and draw 3s. When I tried to do a dodge/quick strike combo for example I was getting 18 defense and 18 damage every turn, sure, but that wasn't enough burst damage to reliably deal with mages before they can buff every enemy into the sky or snipers before they could break through my defense anyway, leading to a lot of damage suffered in any fight that had multiple special targets. So it's
good, but not overwhelming.
Really the only cards I didn't find much use for were the 2 energy for 14 defense (not reliable enough to rely on) and the draw 3 (energy limits hit before hand size limits, unless your deck is almost entirely quick strikes with no defenses to speak of)... though now that I think about it those might make a good combination; enough of the heavy defenses that you can usually find one to give a steady 14 defense, spend your other energy point on a draw 3, and hit with up to five quick strikes every round?
Yeah overall I'm really impressed with the card balance so far, especially for a game this early in development.