I've killed the dragon.
Two times I got mislaigned with the grid to the point I got stuck but I insisted on trying to play the game until the end because I was enjoying it, and at least the second time it seemed to happen after I turned around fast in the middle of a 3x3 room, so I never entered the center tile of a 3x3 room and turned "slowly" and, coincidence or not, I did not had any problem.
I like the instant movement and movement feels notable good so the view must be very good too. The environment and controls are good (even if for the record I always tried to close the inventory with 'I') and the UI meshes well with the the environment, optimally the resolution of the enemies would be twice bigger. Stat allocation is cool and the inventory is very detailed.
I feel like it should be possible to accelerate the combat by mashing the fight button, I don't think there's a reason why you should have to wait if you don't want to. It's fast enough so it's alright, combat itself is simple but it works, I like that it's turn-based and because it is carried with the character system the progression through the dungeon is fun.
I'm glad you put a Run option, I almost died to the dragon because I was still using the first available sword so 10 potions were not enough, I just run to the chest before, got the two potions and the sword and that did the trick.
With the inventory system, perfect movement and all you've got a good prototype for something bigger too here.
Good job.