I think there's an implicit assumption here that the combat and progression is inherently compelling, but I usually find it to be the worst part of the experience when it comes to RPG Maker jam games, and this one seems to be as barebones and stock-standard as it gets. That I ran through this one avoiding combat is no accident. That's why I'm saying you focused on the wrong thing here- sure, we have some monsters that we can kill and level up, but I can get the exact same thing from a ton of similar games, and it's only tolerable at best. Focus on what makes this one unique!
I do get what you mean by a smaller dungeon feeling overly repetitive. This is probably one of those places where you want to rig the dice, so to speak, to avoid excessive repetition at the expense of true randomness.
Also, yep, sometimes a project just doesn't go as planned, and you realize after the fact that you swung and missed. I realized today there was a very obvious joke with the title of my game that I should have put in, but had never occurred to me.