Hey. You've got something good here, I like the overall idea. :)
It's frustrating to not know what the different scrolls and potions do, and often just feels like I'm clicking rather aimlessly hoping they'll do something. I dunno about other people but I always prefer games where the challenge is in using what tools you have to overcome a situation, as opposed to just trying to figure out what stuff does when there's no obvious clue. That just feels frustrating for its own sake, where success often comes down to luck, rather than being a challenge I can think my way around and be rewarded for understanding the mechanics, not guessing them and then having a good memory. For anyone like me without a good memory, those sorts of games often feel like it's impossible to make progress. I don't know if that made sense, I'm not trying to attack you or anything, I just think it could be a lot more enjoyable and less frustrating if there was something telling you what each item does, or at least a hint as to what it's for. I'd say something similar about the 'room effects'. All I know is that the spike trap does damage when you walk into the room, but besides that, I've got no idea what the others do or if it's possible to remove them or if any cards work on them.
That's not to say it's bad. Like I said, I did enjoy it. I just don't think it has 'replay value' for me while the things I mentioned above are still true. I do really love certain 'rogue' games, but typically the ones where I don't feel completely clueless and there's a sense of actual progression, or what you achieve in one run has certain benefits that carry over into the next, and you gradually progress. 'Rogue-lite', I've heard that called. I know that's probably not what you're going for, but I thought I'd add this just to make a point that I do enjoy 'rogue' games.