Thank you for your feedback! It is genuinely appreciated.
Your 100% right about the whole "needs to be something to give a sense of progress and keep you pushing forward". That is honestly why this version has monsters and some equipment in the dungeon. So that there's at least some type of progression before you get to layer 1. And yes, layer 1 would technically be the "ending" (Big quotes there) at this point in time.
Also, with the point above and what you said, that's exactly why I didn't put some monsters to chase the player. It would have just made the experience even worse than it already was.
"smaller dungeon with fewer maps" God, I wish that was the case with the main mechanic. Originally I was going to have about 5-10 rooms per layer, and that was it. However, when I tested it, some rooms would come up like 8 times in a row. And that was really, really boring and annoying, even if I was just testing the randomness at the time. Currently you should have, at most, a 9% chance of getting the same room (so long as there are 3 exits).
You also pointed out both a benefit and an issue this game had, the fact that the "wrong parts were finished". If it wasnt suprizing at all, I first worked on the dungeon part first, since I tend to prioritize the more compicated parts, espicily since I didnt know if that could be fesably done with my understanding of RPG Maker. Furthermore, I just genuinely blanked on the music part since I had it turned off since I listened to YT when I was making it.
"Alas, hindsight is 20/20" Thank you for summing up my expeience making this LOL. Furthermore, thank you for the compliment about some of the dialogue. I wanted there to be some breaths of fresh air that aren't all about the dungeon or the Guild. Sorry if this reply is long; I tend to write a lot, and I wanted to not only give info about what you've said (even if you probably don't really care that much), but also let you see how much I am thankful for your feedback!