@adroitconceptions Shields dissipate after the enemy turn so you can't continuously stack increasing amounts of shields. The turn order after the starting round is over goes: any new enemies (cannot attack) that enter, all NON-NEW enemies attack and do their effects. finally residual shield dissipates after the enemy damage phase. You earn a small amount of passive points, then your turn begins.
We were having trouble with enemies pausing between attacks, so everything happens immediately.
~~This is something we hope to fix as it creates confusing player experiences like these if NEW ships enter and do this damage in a single frame.~~ **fixed**
Unfortunately we didn't have any sound team members to make original sounds. This was also part of a college-based ludum-dare-50-synced (48 hour only) jam where we had to make everything from scratch or not at all.
We are a team of two programmers and a designer so we agreed on no sound for now.
Finally, we included all possible cards in the demo to demonstrate all the implemented effects. In the fuller (multi-level) outside-of-jam game the plan is to build the deck over time, so you wouldn't start with 10 different weapons, shields, etc.
I hope this helps to add context! Liking your comment and thank you for the feedback! Please report more QoL and even preferences, every little bit helps!