I looked over your devlog and it seems like this is still pretty early in development still, but there's a solid foundation to build on. Your main character seems to be a duck with an eyepatch. This is a fun design. Perhaps you could lean into the duck design a bit more? Assuming that is what they are supposed to be. It could help give the game a stronger identity.
What is the blue meter for? I wasn't sure if I was missing something or it just hasn't been programmed in yet. Like Kwarven said, I, too, didn't encounter any chests in my playthrough like the description mentioned. I also wasn't sure what I needed to do or how I could get more ammo once I was out. There wasn't a clear objective.
I think the player's move speed could be increased a bit. They feel too slow, even with the dash. Speaking of which, I think dash being bound to Space key would be more comfortable than having it on C key. Improving the movement could help with responding to enemies easier and make navigating the dungeon more engaging.
You mentioned you changed the title from Maze Shooter to Dungeon Shooter. I imagine these are prototype titles. I would suggest a name change as these don't stand out too well. They seem more like genre tags than game titles. Overall, I would encourage you to think about what would make your game stand out from others in your genre. Based on what I saw in your devlog, it seems you have a pretty good idea of what elements you need to implement to get a functional game loop, but there wasn't anything in the prototype or devlog that made me think "Oh, I want to play this over other dungeon-based shooters."
With that said, nice work so far. I hope my feedback is helpful to you. I think focusing on clarity and a solid identity/hook for your game will really help this project stand out.