This was an interesting concept. I don't play a lot of rouge-lites, but this seems really complete for a game jam game. Obviously, there were some issues that were fixed in updates, so I won't go into the issues I had that were fixed.
The combat was rather unintuitive, and it took me a while to figure out what was going on. The battle tutorial TXT helped (once I finally read it), but I don't think that would have been enough to avoid my confusion. Of note, the battle tutorial TXT does not mention how to enhance the abilities, and it wasn't really intuitive in-game. The symbols over your abilities also weren't the clearest, and the idea that "+" means that the abilities can't be used wasn't very intuitive. Overall, I wasn't a fan of the UI for the battles, and think it could have done with some more refinement.
I also wasn't a huge fan of the maps. I understand using randomly generated maps, but generating them as a literal maze was very confusing and frustrating. The different areas didn't look distinct enough to easily recognize where you are, and the length of the paths means that taking one wrong path can be the difference between making it back and not. I think this game could have really used a more open map design.
Lastly, I liked the accessibility options in the settings, but I'm not sure how useful they really work. I didn't try the "motion sickness mode", so I can't really talk about that one, but being colorblind, I found myself confused about why it was really there. For one, there were options for Deutranopia and Tritanopia, but no option for Protanopia. I'm not sure why it listed two, but not the third. Perhaps this is just "Red-Green" and "Blue-Yellow" with terrible names? But more importantly, I couldn't figure out any impact this setting had on the game. I couldn't see any visual difference changing the setting, and it's not like the game depends on recognizing color, so I'm not sure why it was a concern to begin with. It just seems really confused overall to me.
Overall, I did really like the game, but felt like it was held back by these issues. Perhaps having someone playtest the game before the deadline would have helped with some of this.