>>1968742
The last card game that I've played was Forbidden Memories, that is it.
>UX
use icons to describe attack/health values on the cards, its simpler, easy to understand, and you won't have to deal localization in the future
add an icon for the mana, for the cards and for the UI
put the current mana, life points and end turn button in the same area, it decreases eye movement
if a card can't attack, make sure the attack value is zero
cards without a description have empty space, I don't know how to solve this one other than have popup window with the card description, but its not a good solution
cards that I cannot summon should be greyed out
add a reset button at the end of the match
when selecting a card in the field, show an attack icon and/or a path, makes it easier for the player to understand what is happening
add the option to discard cards
>Gameplay
I don't think me nor the opponent should be able to attack with a recently summoned card on the same turn, because depending on the pull it can easily snowball for one of the players, I suggest that you block the ability to attack with a recently summoned card or require mana to attack
the RNG mana is not a bad idea, but, there are times where you cannot summon or place anything in the board, even the AI suffers from this, its like getting stuck in a infinite combo but the game disables your control and cannot defend yourself, my suggestion would be to accumulate mana points between turns
being able to summon multiple cards in a single turn is OP, again, depending on the pull it can easily cause a player to snowball out of control, personally I would increase the cost of subsequent summons, or limit to one summon per turn