Once I figured out how this game works, especially in regards to the interesting design choice of having cursed items still be useful since they can be thrown at enemies to reduce their stats, it became somewhat fun. But for me initially, it was way too confusing since it lacked any way to learn of these concepts in-game. Couple that with the drab environments and repetitive gameplay both for picking up so much junk and fighting being overly simple stats bonking against stats with odd randomization and I can't imagine many people getting to the point of having fun with it.
I think the biggest oddity is the random maps. I had an interesting experience on my first playthrough. The first map was just a simple room with an exit and one warrior. I thought the warrior was my friend, a fellow campmate, but suddenly I ended up fighting him, and realizing I didn't have a weapon, I ran. Exiting the level and moving on, the next level was much larger with tons of monsters which blocked access to the exit and the only weapon. I tried to be clever and 'ran' through the monsters to get the weapon, and upon finally getting equipped, began my quest. I died shortly after though, but despite that, I thought that was actually a bit of a cool 'story' experience, very rough and survivalist with tons of improvisation, teaching me certain mechanics. However, on my next playthrough, the first map was huge with tons of easily accessible loot, upon which I was immediately geared up and clobbering enemies. It left me confused on what the intended experience was, and I think it would be better if you either constructed some maps manually to help serve as tutorial sections or guide the player in a general way, or at least reigned in the randomization so maps aren't quite so...well...random. As random as roguelikes can be, they are still generally built to tell some sort of story, but this didn't seem to have that.
Like I say, I think there are some nice ideas in here, and I did like a lot of the presentation in regards to the menus, transitions, and so on, but the gameplay execution is a little lacking for me at the moment: too confusing and random to get the intended experience.