As an amateur board game designer, Vampire Crawlers has interested me a lot since it was announced, but I ended up being very let down by it after playing the full version for a few hours. I wanted to put my thoughts here as a way of thinking about the game more and trying to crystallize why I didn't like it.
Vampire Crawlers follows a long lineage of card games with adjacent mechanics but has enough big differences to catch my attention. My favorite mechanic in the game is getting multiplied power by playing cards in increasing cost, which makes card costs contextual (a 2-cost card is not strictly worse than a 1-cost card that does the same thing). That kind of contextuality is the driving force in some of my favorite games.
But it feels like Vampire Crawlers doesn't have a handle on the fundamentals needed to capitalize on the design space the combo stack provides. As you level up, you are forced to take new cards, which often results in just taking a card that destroys itself because bloating my deck with more 1-cost attacks increases my brick potential without notably increasing my power. Since most crawlers have a quite good starting deck, I am encouraged to slow down my XP gain so I don't get too many card rewards, which is dissonant with all the mechanics that let you increase your XP gain and present it as an upside.
Similarly, card destruction is often treated as a downside even though you always have near-full control over which cards are destroyed and thinning your deck is really good in a game where drawing a "straight" often just wins the fight. That is to say, the event that gives you +1 mana is worse than the event that has you destroy a card for +1 mana, but the game treats the former as more exciting. This suggests to me that Vampire Crawlers does not understand how deckbuilding games work, which I would really like to not believe.