Hand-drawn style is clean, charming and easy-to-read, quickly communicating the game objective. The timer, random loot and hazards, ability tradeoffs, and upgrades captures the essence of something like Lethal Company in a tense and more rapid game loop. Downside: knowing what loot I'm holding and how to easily drop it off took some figuring out.
Beyond the scope, it's easy to imagine line-of-sight/flashlight mechanics, more traps, and procedural dungeon generation to build on the tension. Awesome stuff :)