Thanks for your input.
The movement was based on old-school RPGs, and fit the design of the dungeon layout. Definitely a lot of the newer generation wouldn't be exactly used to it, I thought, but didn't think it would ruin the experience at all. Same applies to the BGM. Along with time constraints, the ambient noises seemed to fit the setting for what we had developed, asset-wise.
As for the theme, there are some deceitful dungeon designs here and there, but the "coup de grace" was saved for the end segment.