The best way to describe this game, is that it's ambitious.
It switches between strategy and luck as its core mechanic. Using strategy to conserve equipment and health, hope luck will grant 'that' item within the chests, and then tempt luck with a potion or plan a strategy with equipment before you repeat the process. It's a game that relies on RNG quite heavily, and it only gets more intense the further it goes.
Not in a playthrough, but the entire game itself.
Proceeding through the game unlocks achievements and an item to add to that RNG, making it that much more harder to get that one item that could save you from a tight situation you're in now or later on (such as a shield). It also makes it harder to unlock certain achievements (which could be a good thing to prevent another item being added to the RNG list, but I'll get back to this in a moment).
I've read in these reviews that you guys (or at least, Levi) took inspiration from 'The Binding of Isaac' to make this game. I have the game, never played it, but I do know the basic structure of it being very customizable. Having Nips choosing between what items and actions to make defiantly lives up to that inspiration, but as I compare the two games, Isaac is more unbounded (ironically) from the RNG as you don't really need all the customization in order to finish the game. But in this game, you need the RNG on your side in order to stay strong and ready. If the chest order is Dagger, HP Down Potion, Magic Herb, Dagger, Dagger, Arcane Up Potion, Evil Eye... you'd be screwed before reaching the third Dagger.
So I have a suggestion that might help Nips to break free from his own binds the RNG has on him. How about you give the player the choice on what item they'll find in chests before starting a playthrough. It'll still be random upon reaching a chest, and you could add mandatory restrictions that need to be met before starting a run (such as needing so many amount of weapons and only one super weapon allowed as examples).
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Going back to unlocking achievements, I have been trying and trying to get that blasted 'Enchanted Staff" one. Choosing the class with the highest starting Arcana stats (Mage), I'm given 7 chances to get at least 3 potions that could increase my Arcane stats. If I ever went past 4 or got a potion that decreased my Arcane, I try to get Nips killed to return back to the start and try again.
Having a way for me to reset mid run would've been nice to have.
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The last thing I wanna talk about are Items in general. I can grasp which ones are the strong weapons, and I understood what items did after use, but giving a description would really help. When I saw the 'Big Cheese' for example, I thought it was a 'Cookie'. It served the same expectation I thought it would, but the 'Magic Herb', I haven't the slightest clue on what it does.
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Never the less, effort was placed into this game. It can take a few plays to figure out, but because of the ambition it has, it seems to have overlooked some elements that could've made it more easier on the player to follow and enjoy.