It works now though to be honest I didn't enjoy it all that much. I didn't get too far but the levels feel too big and empty, requiring that you move through hundreds of tiles (and all that key pressing or holding) before you find anything. The game looks OK but not good enough to make all that idle exploration worthy just by enjoying the environment.
The combo system isn't really enticing. It feels arbitrary, like you have to memorize those key sequences just because they're there. I would prefer something that creates combos dynamically - for example, if you have a quick weapon like a dagger then doing more defensive moves will add to your evasion up to a certain point. The same for heavy weapons having bonuses for strong attacks, etc. The way it is now does nothing for me, but maybe I just didn't get it.
Games like Axu or Roguelike One (both listed on Rogue Basin) have pretty interesting "dynamic" combat maneuvers. I think it would be cooler to implement things like that around certain weapons. For example, a defensive move with a long sword has a % chance of having your hero take a free step backwards; or fighting with a staff allowing you to jump over the enemy with a special move for extra damage as you hit it in the back.
Although I don't like the combos, the idea of having different attack modes is pretty interesting. The UI isn't very good though. For starters, you shouldn't have to sacrifice diagonal movement for that (though I understand that's a problem for gamepads). I would rather have it so instead of a combination of buttons, you should change modes by pressing a key. You start on "normal attack" and you're able to go to "defensive' by pressing d or "special" by pressing s and then just attack by normal movement. Having to press a combination of buttons to do a simple attack is really awkward for a roguelike.
Anyway, I was able to defeat all monster I encountered without combos or paying too much attention to modes or stamina - but that's probably because I didn't get too far that enemies require more careful combat. Anyway, i feel that if that is a core gameplay feature, players should be required to use that from the first level in order to advance.
As a final tip I think you'd be better off by having the text scroll from top to bottom, instead of it "raising' as new lines are shown. This way the eye can follow the text as it appears without it "jumping" upwards and you needing to adjust your sight as the text moves.