Then y'definitely need some rebalancing if you want to avoid it. There was a phrase I used to use as a reviewer: A Game That Does Not Want To Be Played.
Yes, Roguelikes are hard. But most are fair hard, and early levels are not, well... A meatgrinder. I get through the first area precisely because I'm experienced, and I can understand the 2nd area being hard as balls right now, because it's the final area you have content for, and I've definitely seen developers make the final level during that stage of development harder before the next area is complete because they want to, basically, let you see new content without being able to finish the new content.
But right now, roguelike or no, you also have to consider that one of your selling points is the NSFW (which, as I've said, is pretty damn good, even if your gallery and demononicon's a little incomplete rn, but I have faith you'll fix the lack of the [REDACTED] status CGs in the gallery because you're clearly passionate about the game), and you're getting players dropping the game precisely because the first level is almost as difficult as the second (the second's gimmick, btw, is interesting, but does require a little luck if you don't have monster movement skills beyond the basic attacks of Warrior and Ninja), who are never even seeing the second, lovingly crafted area.
Another piece of advice I've given developers before, and some have been pretty grateful for it, is: Don't just take hardcore player feedback. Two racing game I reviewed had horrendous par times that only pro, pro players could reach. Not for platinum medal, mind you. Gold, with even Silver being an absolute bitch, because they only heard "It's too easy" from hardcore racing gamers. One of them took the advice, and did well. The other got panned.
Making it eaaaaasy for "mass appeal" is a bad move. Making it easier (or the aforementioned easier mode) than it is now, however? Ahhh, no, that's pretty useful. Because people will still have to work like an SOB on your current "final" area, while not letting them get too frustrated to keep playing in your not-final areas.
You want to make it hard, and I understand that. But you also want people to play to at least the middle, and that's a tough balancing act.