The big problem I have with this game is that it's too random! Playfield generation seems to be a simple arrangement of rooms and corridors, which sometimes leads to rooms with redundant doors because there's a hole in another wall. Also, placement of hostiles seems random as well - my last play got me to level 3 before reaching an impossible situation (a patrol bot was already heading for the entrance and no way to avoid!)
What the next iteration of this game needs is a more 'fair' method of level generation. Perhaps rendering a series of rooms (some possibly pre-defined), then linking them by corridors or doors as appropriate. Good roguelikes have an underlying rhythm to their level design and sequence; I'd recommend inspecting some of the others out there to understand this.
Otherwise, the turn-based mechanic is a clever twist; do I wait or keep moving? It's just that the unconstrained randomness of level generation makes the game far too difficult, unfair, or impossible. Choose your preferred term.
A good roguelike lets the player's skill dominate, as opposed to dumb luck. Sadly, Tiny Heist does not feel like a good roguelike.