The enemy and environment art was serviceable enough, and the combat was sufficiently deep for a game of this length - which damage skill was the right one definitely at least seemed to change from enemy to enemy. Optional combat created an interesting bit of decision-making - if you were to develop this further, it might be worth adding coin stashes guarded by traps instead of combat to deepen this decision.
Upgrading only at fountains is an interesting mechanic, although in my playthrough something strange happened to the first fountain. I also wasn't quite clear on what all the stats actually did - or, more specifically, what the 'cloak' stat did. The occasional off-grid bit of the maze felt weird, but didn't hurt the overall feel too much.
I recorded my playthrough, if you would like to watch it: