First-impressions read, not a full clear (I got through the opening).
What lands instantly: the whole game reads from the frame. "MOVE: WASD / ARROWS / SWIPE - BUMP TO ATTACK", "PUSH WALLS TO DIG - 3 SHOVELS ONLY", "FIND A KEY AND OPEN THE CHEST" sit right under the maze, the HUD is legible, and the 80s neon look is consistent. I knew what to do in one glance, which is rare for a prototype.
Where I would stop: the pitch asks players to "read the dungeon, choose your fights, retreat from powerful foes", but nothing on screen tells me a monster is powerful before I commit. I can see my own LV/AT/DF; I cannot see theirs. So the first encounter is a coin flip, and "choose your fights" is not actually playable until I have already eaten a loss to learn the numbers. That is the thing that would make me put it down early.
Suggestion: show an adjacent enemy's AT/DF, or a damage preview on contact, so the retreat decision is a decision instead of a gamble.
Small thing: the line "1 PAIR PER LEVEL" was not clear to me on first read.