Hmm, interesting take!
We actually do have a certain sequence that the monsters follow. The behaviour tree has two main states: wander around patrol points, hunt the player regardless of the position (and hide, in case of the trap monster on levels 2 and 3). I believe the levels being so vast are the reason why that behavior might not be clear. I agree on the point that we made a critical mistake by making the levels large, although we couldn't do anything about it during the final hours of the jam. Changing the movement speed was also out of question, as it would mess with our upgrade system. We need to manage time better next time :D
It's definetely a thing to consider during future releases of the game, as we plan to develop it further (we actually have a version with smaller rooms already). Thanks for your very detailed feedback! It's comments like these that push us further into making better games!
Thank you very much! :D
/Clavertus