The maze premise is interesting, and I especially like your use of prime decomposition to determine room rewards (which I've never heard before for making simple loot tables). The idea of getting ingots not to raise your own stats but to lower the stats of your opponents is intriguing, but the fact that the player is always fighting the exact same three types of enemies can make exploring/fighting the rooms tedious/repetitive. It could have been better to make around five unique enemy types (with some having higher spawn counts, higher spawn rates, unique/recolored variants, etc.) but let the dungeon randomly decide which types would be present in each room.
The hitbox of the sword swing also doesn't seem that polished since enemies can still hit the player even if the player manages to hit them. Making it larger (as well as have a visual indicator of the swing range) could make fighting much easier on the player's end, especially if it's the only weapon that the player can wield during the game.