The concept has potential. I find it interesting that the player set themselves the level of risk they want to take, with no limit of actions.
However there's a lot of improvement that can be made on the UX. The main issue is that there's no emphasis on the actions results. the roll of the dice goes to fast: I never knew which result I got, if my action was successful, what it did, etc. I think it needs some pauses to tell if the throw was successful, how many damages was dealt, etc. There's also a lot of other confusing aspects: two actions being activated on click and one by drag'n drop, no numbers on critical data (like enemies HP) and numbers that are unclear (like the one next to the sword), and the hourglass usually suggesting passing turn rather than executing actions… It makes a lot of the mechanics confusing, which is too bad because in the end they're quite simple and I'm sure they could be better explained and emphasized. :)
Very nice work on the art though! The character design is really great , and there's a good sense of atmosphere in the settings! Maybe it could even use a less traditional dungeon-crawler view, since the player doesn't control directly the character.
Overall the mechanics were still interesting enough to make me stick to the game, even if I had a hard time learning it and understanding what's going on. Pretty good job!