You got it.
I'd like to see a version with more emphasis on skillful play and less emphasis on out-of-dungeon progression.
I like the idea of time being limited by light and food, but it feels like my ability to stay in the dungeon a long time is 95% how much I've upgraded outside the dungeon and 5% (or less) the choices I make on any given run.
I think there's something really fun possible here where choices (still made quickly! and under time pressure) feel more meaningful within each run.
I also didn't notice or discover any overarching goals of deep runs. I think the way dead cells handles this with different areas accessible after finding 'runes' and paths through the different areas leading to different bosses is really neat. I'd enjoy this game more if I went in thinking, ok, this time I want to make to to level -20 and kill the so-and-so monster.
Just ideas. Really good effort here setting up a TIGHT gameplay loop inside the dungeon that feels really good. Thanks!