Nice little dungeon crawler!
I've made a game before that used a similar "draw cards for movement and actions" mechanic, and while the idea is fun on paper I've learnt it's surprisingly hard to get right and balance correctly. You were much more successful than I, making the game satisfying to discover and not too frustrating when watching cards being drawn. The graphics are great as usual, and the chess-inspired cards are a great idea to make the game easy to pick up.
My main little suggestion is that if you had the time, little paper sounds when playing/drawing cards would add a lot to the atmosphere.
Now overall I indeed found the game to be quite easy, and in the end repetitive as long as you don't take unnecessarily risks. If you kept refining the mechanics until completely satisfying, you might end up with something close to the awesome [Hoplite](https://play.google.com/store/apps/details?id=com.magmafortress.hoplite&hl=fr) mobile game actually. Here's some of its design choices:
* All monsters have a single HP. Instead of strong monsters, there are more of them. * Each monster has a different way to attack (some are ranged, some can throw time bombs anywhere within 2 tiles, etc.) * Attacks work differently (for instance, when you are one tile away from a monster and close the gap, that's a hit).
Not saying these would by necessary changes, but after spending a week-end thinking about such mechanics you'd probably find Hoplite interesting!