This feels like a good mix of influences. It makes me think of Dark Souls, a roguelite, and dungeon crawling. I find it very enticing to keep playing to get to the top of the tower, but also find the difficulty keeps me trying to figure out the best play.
Resources seem scarce and their appearance is spread out enough that it seems unbalanced. After a certain amount of time playing, I find that I get to this point where I can no longer survive encounters because the ability to increase my stats or heal myself is too little to offset the amount of damage or drain the enemies can inflict. It basically becomes a damage race that gets skewed in favor of the enemies over time.
In Dark Souls, you can account for the difficulty of bosses and enemies by way of skill, using items at the right time, and getting stronger and getting better equipment over time. Here, skill isn't as much an issue because of the turn-based nature of the game, so it comes down to just attacking and knowing when to use the right magic type against the right enemy. Getting more powerful seems to come down to encounters, and the randomisation needs some more work because sometimes you'll get the same encounter 2 to 3 times on the same floor. And with the lack of gold, it's hard to get anything. I do have to choose wisely what I get because of the low gold amount.
I find I want to run across the hall but the movement seems limited to nodes or a grid, is there a way to keep the player moving seamlessly but still taking the grid into account?
The game is pretty great overall, and I enjoyed playing it so much that I want to keep playing. Great world building as well! So great job!!! Some more polish, in terms of effects when attacking, hitting, using magic - like screenshake perhaps, screen flashes, etc - could go a long way of pushing the game even more, as well as more art polish. And then playing some more with the randomisation, and maybe giving the player more gold, could help equip the player better to handle the difficulties of the tower.