Game meant to be made for LD54 with Godot, but failed, is made with Unity now

You witness the epic battle between the fearless heroes and relentless fiends in this game about greed. Except that you are no hero, but a rogue who loots the dungeon during the battle.
You can carry only 5 items. Oh, and don’t die, because a rogue lives only once!
Buy upgrades for your health and luck. Luck upgrade increases the chance of finding valuable loots.
Game truly ends when you retire. Hi-score is saved only when you retire.
https://aslangames.itch.io/greedy-rogue (WebGL)
Development story
Greedy Rogue was my idea for Ludum Dare 54 I came up for the "Limited Space" theme. It was supposed to be the game I'll be learning Godot while making it, because I wanted to give up Unity. I failed to complete the game in 72 days even though I was using pre-made assets, my time was spent mostly struggling with learning this new game engine. But it was an idea I was so fond of.
Then I joined Secret Santa Jam 2023, a jam where each participants make a game for a random participant. My giftee said they like bullet hells, roguelites, D&D. This Greedy Rogue idea would be a perfect gift here.
Art
I didn't want to draw the art for this game, but neither wanted to work with someone else. So I used free and paid pixel art assets. A pack of in-game sprites and a pack of icons were combined for this project. The challenge here was the inconsistent color palettes of each packs. So https://github.com/Gord10/PaletteConverterCSharp that changes the colors of images according to a pre-set palette obtained from a reference image.
I can't compose, but also wanted to work alone. So yes, pre-made music used here.
Unity?
I feel guilty for turning back to Unity after all the fuss. A "sell-out", maybe? But to be honest, I don't feel relieved while struggling with basic parts like restarting the level, while I make jam games for that relief.
Reception
Mostly positive. Its Reddit thread has some great advices for its game design. I might get back to this game for simple improvements like assigning a different key for the exit.