The name alone does a lot of work here - "handmade" signals something deliberate in a genre that's basically become synonymous with proc-gen. Players notice that even when they can't quite articulate why.
Curious what your content pipeline looked like? Like Tiled, a custom editor, pure code? The volume problem is usually the hardest part of hand-authored dungeon design - you need enough rooms to feel varied but every one still has to carry that crafted intention.
Also wondering about the visual choices. The aesthetic looks pretty distinct from typical pixel dungeon fare - was that locked in early or did it evolve during production?
Congrats on shipping it. That's genuinely the hardest step.