This was a somewhat rough entry to get through! Lots of mazes, no real explanation for the story until the very end, random encounters galore, and a bit of a lack in strategic depth. I've certainly played worse entries, but there's a lot that can be learned from here, so I'd like to leave a bit of constructive feedback on where you could improve going forward if you don't mind!
1. I think it'd be great if the story was presented throughout the whole game, and used as an avenue to explore the protagonist a bit more. Davina's presumed vice based on the title and ending is laziness, but that wasn't conveyed at all in the story; I think some dialogue and good stage blocking, as well as better characterization in the gameplay, could really improve that aspect!
2. The dungeon design could use a lot of work! This sort of dungeon hasn't really been treated as acceptable since the 80s, and we can certainly do better in 2024! My recommendation is to study up on dungeon design a bit; if I recall correctly, you've been playing RPGs for a very long time! Take a look at some of your favourite games and try to break down what you like and dislike about their dungeons!
3. The combat was a bit uninspired, although it was on the cusp of having depth. A bit of thought went into enemy design, with insects sucking your blood and trees healing themselves, but there was little for me to really play around here; no active healing abilities, nothing to defend against strong attacks, so it became a game of merely attacking and using my single target skill if I have the TP. Try to break down battles as an open ended puzzle: what is the "obstacle" of a fight, and what tools does the player have to interact with that encounter?
Definitely keep working on this stuff! RPG design can be difficult, but it's super fun if you know how to research and learn!