Big fan of the general layout and font of all the dialogue, it really sold the legitimacy and immersion of the branching narrative paths. Having the branching paths be presented in dialogue narrative format is a pretty novel approach to roguelike narrative design, and it has the potential to make for some very cool emergent narrative experiences. I do think that the game could do with more juice during combat however, particularly when hitting and getting hit. The attacks feel quite flimsy, and I think adding things like a screenshake, particles, and UI animations could really help liven up the combat. This is some very good work, great job!