Thank you for playing our game Yammosk!
We are indeed very proud of trying something different for our combat - there were many things that we wanted to do though like moving the hitboxes around, having multiple hit boxes, changing their size based on the difficulty of the enemy etc. These will hopefully all be added to a version we release after the voting ends :)
In terms of getting swamped that is a bit of a problem with the way we do the placement which I didn't think through on the procedural generation - we use a wavefront algorithm to plan out from the start of the procedurally generated maze places that are X steps away from the start square and then we randomly place a monster in one of the squares that are that distance away from the start - this works well if the maze starts out with multiple paths that branch away from the start square, but when there is just one long hallway at the start then it places them all in that hallway. I haven't figured out a cute way to overcome that yet, but am thinking of something along the lines of a heat map that stops monsters from being placed too close to each other. Will have to puzzle that one through in the coming weeks though :)