Hey, it's actually pretty fun! When I heard the concept, I wasn't expecting much, but I like it. My notes:
The combat really needs to slow down a bit and focus on messaging what's happening better. Think about a slot machine as a good analogy for your combat system. There isn't really much control, but it's still engaging because your fortune can be better or worse. However, to make that varying fortune engaging, it needs to be messaged really well when something good happens vs when something bad happens. In a slot machine, you crank a big lever (or push a button these days, not as fun). Then, there is a moment of suspense as the wheels spin. One by one the results are revealed, creating increasingly exciting moments. Oh one cherry, that's good. Oh shit, two cherries, hell yeah. I might get a third! Then, when something good happens, lights flash, it starts making sound, coins are flying out and clinking all over the place. That should be your goal with the combat.
For your game, when you land a critical hit, when you kill their monster, when yours dies, when you miss, etc... all should be emphasized and made very clear. imo, by far the most important part of the game. Give each moment the attention it deserves and you will have something pretty cool here! Keep it up.