Very polished entry! This has the most visible graphics out of all the 3d entries I have seen.
I really liked the use of luck in this game. It had me on my toes during combat, not knowing what the outcome would be. The overall feel is arcade-like and addicting.
I found the maze to be disorienting and basically had to completely rely on the map to figure out where I was. Not sure if that was intentional or not - I could see it being either way. It felt very game boy in that way. I never ended up using the fairies when they spawned, but later in my run I found myself with just 2 health and was willing to sacrifice some luck to grab a bit of health. The fairies were gone... I think it could encourage the player to make decisions (sacrifice luck) or backtrack if they stuck around. But I could also see memorizing where they are and taking the chance before a hard section on repeat playthroughs as good design. It all depends on the goal - is the goal to keep players coming with repeat playthroughs? Or should they have a decent chance at beating the game the first time? The former is much more of a gameboy era design philosophy, where the latter is more in line with what players expect today.
I think the fact that I'm pondering these design questions speaks to the polish of this entry. Very engaging and polished entry, nice job!