Picked up the ball and the mirror, then got stuck. Two doors, can't open either. Clicked on the latch of the cellar door, no luck.
You might want to wait to stump your players until after you've hooked them a bit.
The Reemus point and click adventures are a good example to work from, they aren't really fighting against the player so much as providing a mild challenge as a way to keep you occupied while he draws funny things and tells you a story.
It's also unfortunate that the game is not balanced. Lack of card balance seems to be a key mechanic of the game, and is inexcusable when you generally have only two people with wildly different card pools who want to play at any given time.
The bird gave me more trouble:
box, box, cage, purple>flower, cheese, lever, green>floor, container, container, cauldron, orange>flower, bird, purple>bird
AI's not terrible, but occasionally, on the bonus map, just loads up infantry in balloons which never land. It's like the troops wanted to go sightseeing, or maybe are desperately fleeing the horrors of war.
This is exactly like the classic fish game, except the visual clues to let you know when you can eat what type of dog are missing, so it's kinda like a broken version of that game.
Had a match where Marquis took a hit which killed him simultaneously as he healed 20. The result: game forced Marquis to switch out, left him as a dead character in the deck, but had him continue to heal. I think he had 44 life or something when I checked.
You can have death be instant, or you can have it be delayed until after healing, I think either option is pretty much fine. But if death is instant, as it seems now, then you should make sure the rest of the game (healing effects) treat it that way.
Had another "ko" situation today, where both players were punished for breaking out of a cycle that didn't hurt anyone.
Once two close range fighters get distance and start intercepting each round, the player that breaks the pattern either loses a bunch of energy, or gets hit in the face. Meanwhile, the game never ends. Some items can make it asymmetric, but it still happens from time to time.
*situations where any player who breaks the cycle is punished, you know what I mean.
(Editable comments might be a good long term goal too, for folks like me who are too dumm to proofread what we rite.)
Got in an odd "Ko" situation. We had two swordstresses at distance. It wasn't in anyone's interest to spend the energy to move in, and neither of us could leave without getting intercepted.
This is probably a little late in the design phase to solve this problem, but you should try to avoid cul-de-sacs like that in the future, situations where if a player who breaks the cycle to move the game forward is punished.