If you ever played a tabletop game called Munchkin, this one seems to feel just like it. I absolutely the game's visuals, and I appreciate that the author went for a hand-drawn style instead of pixels all around. Also narrator talking in limerics and mocking characters' deaths is nice to listen to.
I couldn't give it 5 stars for a single reason, and that's gameplay being a little lacking and randomness dependant. The system of character choosing its own actions could be interesting, were it not so shallow and easy to control, as the character just goes towards the monster that's closest in level to him, else goes to the biggest pile of treasure he sees. Both of which are exactly the things you want him to go to 99% of the time, so, basically, you have no need to bother with character's actions, as they are very predictable. What isn't predictable, however, is what tools you are offered to make a dungeon, especially the shape of corridors, which might lead to very long time until you finally get the piece you need to finish the quest (for instance, any corridor leading up), and sometimes outright cause you to lose (in case there is a turn limit or a boss chasing you).
Also, some desing features seem useless. Say, there is a screen where you manage your guild. You can buy the rooms for it, that give specific bonuses, and then you get to position the room. And it makes absolutely no difference where you position them. Moreover, once you built them, almost all the rooms are non-interactive (graveyard being an exception), so you have a map of guild where you can do absolutely nothing meaningful, except to press the "upgrades" or "go exploring" buttons at the bottom of the screen. It just seems like a huge waste of time that was, perhaps, meant to be something useful, but didn't make it into the game.