Hmm, I think it's got a decent core to it with all the proper elements for a roguelike shooter as well as an interesting visual appeal/aesthetic, but as it is now, I found the game to ultimately be very shallow and boring.
The enemies were dumb, unthreatening and lacking in any sort of creative attacks, the player feels stiff with a slow projectile that lacks any sort of satisfying feedback (for hits, that is, as deaths feel satisfying with the way they gib), the dungeons were way too linear and without any sort of interesting paths or obstacles to shake things up, and there was no loot or objects to be found in the dungeon to spice up the run during it: instead it is replaced by a very boring statistical upgrade menu at the beginning of a run that you can barely notice its effects.
Considering it takes after Binding of Isaac, I was very surprised to see so many features lost, such as loot, shops, branching paths, and so on and so forth. In general, the game just felt very plain, like a prototype that only has the bare essentials and missing any special sauce to it all. It also was janky in some respects with the money magnetism being pretty weak, movement a bit too stiff and acid puddle hitboxes being way too big, to name a few.
I will say, though, that I'm not the biggest fan of the Binding of Isaac because of its, to me, interminable slow start of every run (which I think you've unfortunately recreated too faithfully here with the hero's slow and piddly projectiles) and some other aspects, so I will grant that perhaps I'm just not the ideal audience considering that this does look to be following in those footsteps.
As said, I think it is a decent prototype for a game that can only get improved from here!