Gave it a quick play - beat the main quest, haven't beaten the bonus dungeon yet. I'm looking forward to seeing where this goes. I see potential, if it's the kind of game I think it is. But since you asked for feedback (yes it looks long, but only because I'm trying to be thorough why I think a couple things were issues, in the hope it's more useful than merely pointing out the issues):
The puzzles don't seem very difficult. This isn't necessarily a problem, in part it depends on what the gameplay is meant to be. I definitely get some "Zelda" hints from this (especially with the pixel art - has a nice retro feel to it), so focusing on exploration over hard puzzles isn't a bad thing. (also, having grown up on games like Zelda, Secret of Mana, etc my idea of what is a hard puzzle in such a game might be skewed). So I don't think it would hurt to be more challenging, but I also don't know that it needs to be.
I got a little lost at first going through the the first dungeon. In the end it was just because I didn't notice the water rise to let me make the crate bridge. I don't know if it just wasn't obvious to me though, or if I stumbled across a bug, since when I came back later and tried again I noticed it right away.
The main issues I had were the controls. I'll toss arrow keys out as just a personal preference when controlling games like this, so WASD + JK/etc feels a bit weird to me - but again, preference. At least you didn't use the mouse for attacking, so thank you for that. But I did find it to be awkward switching weapons/tools. K wouldn't always switch (I believe it was when I was in pushing distance of a block, the ready-to-push overrides the equipment switch, so when I wanted to change to the torch near some crates for example, I had to realize I needed to step back first). Also found myself accidentally changing the tool by hitting K in the middle of encounters, so don't think I'm sold on the "tool switch" interface. (I have a few other thoughts on inputs as well - although it starts to wander into HCI theory, and the comment section might not be where I want to write a UI dissertation right now 😅)
When I first picked up the torch and it asked if I wanted to equip it, I found that a bit annoying, and I didn't want to use it right then, so I said no - only to find out later that I needed to equip it in order to be able to switch to it. Later, when I got the umbrella I said "yes" to equipping it so I wouldn't have to later... only to find that unequipped my weapon because there's only 4 equip slots. This feels a little awkward, since there's kind of two levels of inventory management - one to decide which items are "usable" and one to decide which of the usable items you're using. I don't know how else the inventory is used, but I don't think I'm sold on that part of it at least. But I'm not sure I have a suggestion - depends on how much tool switching is necessary, and what else the inventory does what UI will make that cleaner.
I quite enjoyed how so many random pieces of the environment could be played with - lights, fans, ovens, etc turned on and off - it's not really necessary, but it's a kind of cute little bit of "flavour", but I did find having to interact with doors and ladders to use them a little bit awkward - in part because I'm not sure I remember playing too many games where you had to interact with ladders, but also because since you've got an interaction "target" you sometimes have to move around a bit before it targets the ladder or door. You might want to make "use" preferentially target things that can actually be interacted with in front of you, even if they're a little bit "outside" the default target zone (then you might not even need the visible target marker).
Looking forward to seeing the boss in the beta build!