Seems you broke it so that running out of health no longer triggers the death screen! I did like the ending though; not sure the largely-RNG mechanics would have ever let me see it outherwise.
All the art is beautiful, the music's decent, the plot works. The mechanics could use some reworking, though. There's seemingly no interactivity during battles, so the only gameplay is build/inventory management - but which organs drop with what modifiers is almost completely random, so it's almost entirely up to RNG.
(It might also help if I knew what all the stats meant - I don't even know what Words do exactly - but even if that was totally transparent, it'd still be an RNG-powered autobattler that tries to kill you, and because of the massive enemy-attack-speed jumps every area, succeeds.)
That said, the idea of an empty-chested knight and his ghostly lover stealing organs on their quest to claim the heart of a deity is a good one, and I expect it'll stay with me. I'd love to see more polished explorations of the concept, maybe with 'digestion' or 'connection bonus' mechanics.