I played this game for the badges but wound up sticking around for another day or two. It had the potential to be an interesting game, especially if more attention was given to the "Journey" aspect of the game. You just can't find good single-player turn-based games any more.
But the game's flaws are... severe. Even by genre standards, card rarity trumps any semblance of player skill or even the leveling up system. A single Legendary card can upend the entire battle single-handedly despite what comes before or after. That's just not fun. Nor is it good design.
The number 1 feature I'd like to see in this game is the ability to turn off upgrades once you have better ones or even just ones to help you achieve one of the "current missions."
There are tons of great things about this game. The setting is cool, the mechanics are well-done, and the cards are neat. The challenges, however, are terrible. In some, half the cards in the opponent's deck might as well say "I win." Such design throws any strategy out the window in favor of dumb luck.
Relaxation games tend to either be too relaxing where there's no point to playing or too challenging so that you can't actually relax. This game is the perfect blend of game play and relaxation. I enjoyed it immensely. Kudos.
I usually find educational games a bit sloppy and/or dull, but this game rocks. I would highly recommend it to any students studying US states for practice as well as fun.
I think the lies should have a power cap to balance out the power of lies with the power of giant attackers. I would suggest 1-5-20-Max for the choices and disallow lies bigger than 20 in size. Otherwise, enormous lies = win.
I've got to agree with the comments that the game really has nothing to do with the player's rhythm. Sure, the enemies fire on-beat, but that means that player actions are all off-beat for maximum chances of success. Rather odd for a game that says "Guess you can't feel the beat" when you lose. I'm not a fan.
I have to whole-heartedly agree with the other folks who have said the game needs more control. I understand that it's supposed to be somewhat unpredictable, but there's too much unpredictability - no target selection, gargantuan attack arcs, no control over the flowers. It had potential but really fell flat for me.