I escaped!
Like the game feel, got jump scared by the monster more than once.
Agree with the other rate that you needed to separate the sprite bounding box from the hit box to allow me to move more naturally through the horizontal tunnels. I expect the hit box to only take up the lower half or quarter of the sprite in this sort of top down perspective.
Really like the lighting effects and music, and how the monster has it's own musical cue to let you know when it's close (but maybe still offscreen).
I had a real nice moment where the monster spawned on the other side of a doorway from me so I walked up and saw the monster behind the locked door. Went nope, going a different way, hit a dead end came back and the monster was gone.
Gave me a nice, oh crap, where did it go moment.
Would like a little more direction and sense of progression rather than randomly walking through similar looking corridors.