Crabs have some "Silent"(?) Symbol over them, don't know what it means, can't inspect it, not shown when clicked on the crab. I also can't open context Menu on the Floor or walls to inspect those even when nothings there. (Once Inspect is implemented ofcourse).
I wish I had some passive life generation over time. Why does moving cost 2 AP? I also wish I'd regen at least some AP at the beginning of my Turn instead of being forced to always wait.
You have no Defense Icon, and picking up stuff from a chest should remove that icon from the Chest while its hovering on your Cursor.
Unless I missed something, the Map isn't infinite, or at least not always, I went through the Red Building but got hit by a Stone in the last Room and died. Had all Walls looked at however, and didn't see a Door or a marker on the Minimap or anything.
I like that you can move with the Minimap to far away Areas, I dislike that my Skill Window disappears when I open a Chest. I also don't think you need the number Shortcuts on the Bottom, I was just using all the Skills through the menu, and assumign the actual rate of equipment gain once the overworld and more RPG/Adventure Areas are done, rather then a short dungeoncrawl as it is now, you're probably looking at a bunch of more Skills, aswell as maybe even caring extra equipment with different Skills to swap to when out of combat for healing i.e., since you're really laking on that front, and it'd be annoying constantly having to reassign hotkeys.
Combat seems useless right now, its mostly a slog of wait>attack>move one tile away, and kiting enemies that way until they are dead, and theres no drops of any kind, so it doesn't offer anything to gain.
I like your Enemy descriptions, their short but nice.
Theres not much to talk about otherwise I think, theres not much there yet after all. But I didn't encounter any Bugs, assuming the not-endless Map wasn't one.
You're currently generating a new Dungeon on Death, but if you turn this into a big overworld RPG, you might want to create a consistent World seperately from starting a new Game, so you don't have to wait through generation each run, and can either restart in the same World with a different Character once you die, or have some form of revival/savesystem in Place. Could also stand to become a bit easier to encourage experimentation and exploring more. If every hit from the weakest enemy takes a quarter of my health, and one misstep in combat usually means 10+ damage or direct Death, I'm very not incentivized to try out a Firescroll or groundpound or whatever, and just continue with wait>hit>move kiting, as that works.