Step 1: Download Unity.
Step 2: Do Unity tutorial.
Step 3: Make a video game.
Anyway, the question is, why is the gameplay boring?
Because you just click a button and get samey text (because of how many times you have to click fight before getting anything to 0%)?
Make blows more impactful. Make it shorter. If I hit his head either have it cut off immediately or go to like 50%.
But it'd still be boring, since I'm still not making meaningful decisions. Distance doesn't matter, checking condition means I have to click an extra time to see the impact of my action (beyond the text description which doesn't seem to reflect the %, although I admittedly didn't read too closely), and the focus seems to be for targeting which doesn't matter.
Adding complexity might improve things since then I'd have more choices, such as targeting mattering, but is this a correct assumption?
If armour covers the whole body it doesn't really change anything, if it covers 1 or 2 sections then I just change focus once before spam clicking fight. Or would it work differently to what I'm imaging?
Ask yourself what the purpose of this gameplay is. Will there be a lot of fights? You don't want to spend ages on something that barely matters for the end storygame. Can you lose fights? Does it matter?
I probably lean towards 'anti-combat scripting', since I'd say the build-up to the fight is what actually matters, but it isn't like they can't work. Dungeon Stompage! is pretty good, and that uses stats/heavy-scripting.
Suggestions
Think about how others handle this. Could take inspiration from Dungeon Stompage's style, or look at turn based games.
The managing of stats before combat could play a big part and be what is actually engaging, and the combat is a test where you see if you prepared properly. Alternatively, the stats could guide how you play the combat out.
Or, if you want meaningful choices in combat, then the stats could be impacted by the options, such as distance, focus, etc. But how does the player figure out the distance to stand at? How do they know what focus to use?
You could also considering making more of the background stuff visible, that way players see the awesome stuff.
Probably don't need to tell you, but be careful of scope creep. Adding weapons that you have to switch between to break armour would, theoretically, add depth, but would it make things more engaging? Be stingy with the systems you add, to ensure it all fits together nicely.
My last piece of advice is to prototype quickly, since allegedly that helps with game systems. Coding everything every time could be tedious, so maybe try doing it with paper (where you're the computer), board game style.