Hi there! Played for a bit and got to ~D:9 and figured I'd offer some feedback. Definitely awesome work here and this game had a lot to offer, thanks for making it!
What I liked:
- Angband style floor refreshing, though it made it pretty easy to abuse getting the best possible gear for each floor. I ended up just bouncing back and forth between the gray and green dungeon themes until i had the best gear that green had to offer (the previous floors made it obvious that there wasn't too much variance in gear).
- Sprites. Though the static sprites were kinda hard to tell what they were supposed to be, I loved the art overall and especially loved the animation of the player sprite and torches, just a nice touch.
- UI. Having made pico8 games myself there's a lot to handle in roguelike UI design, and I think you did about as well as you could with the inventory management parts!
What I didn't like as much :)
- As the other poster said, the healing was rough. Please either implement a menu option that allows the player to immediately rest to full or remove passive healing entirely. Your players can and will do everything possible to optimize so fighting that battle ends up just making your players miserable. If it's EVER possible to gain a "free" advantage, your players will do that so just decide now if you want to balance your game around the idea that every room will have the player at full health or not.
- The game length is definitely overtuned. The amount of variety/content is not enough for 16 levels with how long it takes to complete a floor. You could easily cut it in half and double the XP enemies award or something in that vein.
- Not sure if intentional, but the ability to reroll floors on every stair made it easy to abuse equipment. Given enough time the player can get the best possible gear on the first room of every new dungeon floor.
Thanks again for the game!