@monika Thank you for playing our game and for your Awesome feedback! Unlike other deckbuilding games the main objective of our game (as the player find out) is exploring not killing stuff unless you need to (enemies are obstacles not objectives and also there are drawbacks for killing them like the wound cards). This was inspired by the adventure card game genre (which was also the inspiration the narrative/campaign element unlike most other deckbuilding games where you just try to reach the boss).
Of course they are plenty of things that could have been better explained to the player (as you pointed out - thank you for that). Especially in the UI like the stuff about the tooltips, player stats, the healing between locations.
The reason for the absence of a "play all cards" button was that the original design contained cards that produce different effects depending on the order the cards were played (a main mechanics of physical deckbuilders that were the inspiration of our game' deckbuilding part). A "play all cards" button needed more thought due to this.
The plan is to make fixes, implement changes based of player feedback, add cards left out of the jam version in a post jam version. Also reuse the engine in the future in similar games.
Since physical cards were used to test the design (way easier than implementing the mechanics in an engine) a printable card game is definitively something very much possible.