TL;DR, feels more like an alpha or other early build of game, needing more polish.
The curb appeal of this game is there; you can be like Daredevil or John Wick and fight a crowd of dudes in a claustrophobic room without needing godlike reflexes because it's turn based? Sounds cool, sign me up.
First problem, there are too many variables to keep track of, and not a quick/simple way to do so. Early fights will have few enemy variants (each with their own ability, or combination of abilities), and it's easy to keep track of what enemy can do what. Later fights however, you'll likely have to check what each enemy can do most every turn. Some enemy abilities are displayed with an icon, but not all, for some reason. They could be more easily identified via colour, given the minimalist art design- but there are several similar colours so again, you're checking what each enemy can do each turn.
Second, damage. Very quickly you'll realise most damage moves are, not great. doing 5-10 damage when the enemy has 40, 80, or 200 health is, again, not great. Especially given that you're normally outnumbered. There are better moves sure, but this is a deckbuilding game, so you can pull movement cards when you need damage, damage when you need block, and block when you need movement. There are better cards sure, but you have to get and/or upgrade them, and pull them on the proper turn. Some cards also require special positioning, and you'll get to play them maybe 1/4 of the time you want to, every other time they are pulled it's a dead draw, clogging your hand from a potentially useful card.
Third, (building on point 2) I don't think this game benefits much (if at all) from being a deckbuilder. I know I don't have many hours in the game, and there are almost certainly some synergies out there I don't know about, but even with different starting decks, the runs I did felt samey because the same cards showed up in rewards. perhaps there are different card pools available, idk. Movement is also so critical to not dying, and some enemies can act in-between individual actions you take, so pulling enough damage to kill every enemy is not a reliable solution to not having sufficient block/movement. Feels like this game would be better as a turn based puzzle game, with any and all of your moves available but on cooldown (X movement per turn, Y energy to spend on actions)
Fourth, Replays. Man... so sad. Replays are not as fluid as you'd want them to be, heck NEED them to be to be cool. It's not SUPERHOT where your actions are played back in realtime at superhuman speed. Each character moves there exact move as they did in game, pauses, then next move. It's robotic, it's janky, but mostly, it's uncool to watch. Granted simultaneous movement of multiple characters would go against what actually happened in-game, but regardless, as they are- they kinda suck.
Maybe I should've watched gameplay before buying, I had played some other deckbuilders and this one seemed cool. However I don't believe this to near the replay-ability of other, similar games