Great ideas there, and really enjoyed the art style. I played a few rounds, and I will say that it felt like there wasn't a ton of meaningful choice; most of what you're doing it move and attack. I think it's caused by the lack of feedback. Maybe it was there and I missed it, but I didn't notice much information that would help make your decision. For example, what an item would boost, what the stats do, or how much attack/defense an enemy has (determining if you should quaff or not). If it is there, maybe making it a bit more obvious would lead to more decision making? Also limiting the number of, "You flipped this card, deal with the consequences", because those felt pretty random.
Another feedback piece that could help: Letting the dice sit for a second. I agree with hammers that speeding up the animation's good, but at the same time, some of the dice would disappear so fast or merge so fast that if I stopped paying attention for a sec I'd miss what was going on. When I first started playing and noticed the dice disappearing I was like "Oh no! Why did those disappear!". It didn't immediately click that they were failed rolls. Then having the dice merge at the top, I didn't quite catch how many successes I had. A bit odd, but not unplayable.
All that said! It was a really fun concept and I really enjoyed playing through. Aside from some player feedback and maybe having more "make a choice" cards, the implementation's great. I could really see myself blowing hours into a fully built out version of this, where you could navigate a dungeon, move forward in it, make pathing decisions, and have a bit of an indication of where you're going. Really good stuff!