This was honestly a really unexpected, yet nice twist of a game. I found the game's premise quite interesting: the game appears to be a regular RPG at first, but actually unfolds as a puzzle game. This fit the optional "Luck's got nothin' to do with it" theme quite well, and combined with the fact that you wouldn't expect a typically RNG-based RPG/roguelike-looking game to actually be logic-based, it ended up being a refreshing experience for me. I liked how each retry gave me an idea of what decisions to make next run, so I could get to a higher floor. The art is cute, and I liked the designs of the monsters. The game is fun. Overall speaking, I liked what the game is going for, and it is executed pretty well. Plus, its simplicity blends amazingly with the Nokia's limitations, in my opinion.
However, I have to say that having to read a bunch of the hero/enemy information was not really engaging. I, frankly speaking, skipped over most of the enemy and player information. That is actually a fault from my part, which I understand, but I felt that the big numbers didn't particularly add something noteworthy to the game. Wouldn't it be better if the values were, for example, a multiple of 5 instead, hence being easier to quickly pick up and understand? While I'm of course not against adding complexity to games, its best to reduce unnecessary complexity for a smoother, straight-forward experience. Oh, and, I straight up did not understand what the value in the first enemies' menu meant. However, I have to say that this tiny grievance of mine only added a little friction to my experience, and I still say that this is a pretty well-made game.