Thanks for playing and the feedback, especially if this is not your style of game.
We did try to make each dungeon distinct with different challenges to solve. Adding that bit of needing to figure things out was one of the ways we did that, though can agree that it may not be overly obvious if you are focused on finding the solution in the room. The undead was the hardest combat room. The goblin dungeon had some tough enemies, but there were some tricks to get past the tougher ones, such as where you attack from or what tool to use. The top dungeon had a lot more focus on traps.
For the theme, we were thinking about adding more spinning rooms, so that as you traveled through your path forward would be decided by rooms like the start, but we did not have time to implement them well, so had to skip it.