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Oh this is purely just a suggestion response, but I think it would be good for you to avoid square zones. A zone that has some walls breaking it up will make it much more interesting and make the area feel bigger even if the walls take some space, if you add elevation changes to the ground it could also add a lot, either making it so there are areas too steep to go up, but you can get down, or even just having areas were you have a vantage point to look down from. As it stands now you would just beeline to where ever you want to go in the zone, or to the exit to the next zone with just a bit of regard to where the mobs are to not run into them, (unless you are going to go through an exit then agroing them doesn't even really matter)

In the same vein the dungeon kind of is a bit too repetitive. There is a entrance to the floor and an exit to the next with a long hallway in-between. Making it so it isn't just a straight hallway and having unique floors could add a lot, for example having some kind of fountain room part way into a dungeon that works as a small rest area.

Speaking of the dungeon it would be cool to see some kind of skill to check for traps or maybe some visuals to hint where traps are. Right now traps aren't punishing at all since just moving keeps them from hurting you, but I can't really suggest making it more punishing when there is no way to really avoid the traps.