Great pixel art and music fits very well! But it's hard to say this for controls, gameplay and UX.
1) The character has a movement curve and I don't think this approach fits side-scroller games which has platformer elements. It has an acceleration when you press any move key and a release time when you release it. This makes movement harder to control.
2) The block we use to climb higher can move without intention. Assigning an extra key to be able to move it can ease this problem if not completely solve it. Also, slowing down the push can help to put the block to the place player has intended.
3) Rerolling a dice in inventory uses a "right to reroll" but that right is actually unlimited as I've experienced. Let's assume that was made intentionally: if there were only 3 rights, it could've made the last level (or any other level depending on high-digit dices) unbeatable since it's totally by chance to roll a dice higher than any value.
4) I didn't understand why there is a "throw out" and "leave it" buttons in chests and why should I use them.
5) Using the same key for opening a chest and opening the inventory pushes the player to change position unwillingly.
6) It could be a better approach to close the chest automatically if there is no dice left in it.