I don't know if you've played Terry Cavanagh's Dicey Dungeons (don't worry, it's a different concept!) It makes a lot of good design choices about decision-making within runs that extend the idea of pushing your luck from the underlying dice manipulation mechanics into the wider experience of playing the game.
So rather than just sending the player from one fight into the next, the player begins in a dungeon map and has some degree of choice as to what and whether to fight. The dungeon map offers health restores, shops and item chests, the cost for which is usually whether you take a fight or not, and a core part of the overall decision-making is that each fight offers experience points with level-ups restoring and increasing your health pool, and to reach max-level you have to have fought everything.
I'm sure there are other ways of exploring that space, but it does feel that there's a lot of potential in your game to build out that wider loop beyond the current linear incarnation.