finally got around to trying this out! pretty solid foundation, and I'm excited to see what sorts of puzzles you come up with! i think it took me ~20 tries
read a good bit of the comments so here's some feedback and suggestions:
1. A more noticeable (item get!) notification. Seems me and a few other players didn't really notice you got to keep an item after dying. In hindsight it makes sense with being resurrected in town but.. i think a notification at least for the blueberry amulet would ease some early player frustration if it isnt hard to implement.
2. Map layout. A lot of people are getting the idea that there's a roguelike element because of the way this kind of map selection is usually used. I'd suggest you try out changing the straight paths to something that would resemble an old trace the maze puzzle (like those little toys with a bead in them, or something on the back of a cereal box). This would help steer players away from that roguelike vibe youre trying to avoid and amplify the maze/puzzle feel more. Color code the paths for easy reading (it shouldnt actually be a puzzle you have to solve..) If this does pan out it may also help to put the room icons in boxes to be more clear where the path leads.
3. Classes. There was some expectation (myself included) that classes would weigh in a little bit more than just cosmetics. Maybe every handful of levels (depending on how many you make) a class could have an easier solution to a part of the puzzle. Like maybe a rogue still has the muscle memory to step over the trip wire to collect the bimbonomicon even if already bimbofied? Something like that. Would also add some replay value.