The game's started to take form enough that I'd like some discussion about its overall form (which will probably include minor spoilers).
My biggest gripe when comparing it to the alpha is how differently I play. The tile exploration mechanic was probably the most innovative aspect of the game, and certainly my favorite, since the downsides and rewards are so hard to quantify. In the alpha, my general starting strategy was to explore very carefully, conserving as many tiles as possible, whereas I now start off effectively in "vampire-mode," running around and opening up most of the map before fighting anything. The first method is far more fun, with each step cutting into your most precious resource, while the current situation makes the early game makes it feel like a chore, sweeping away black tiles and cleaning up bonuses. Seeing most of the map at the start means there aren't many surprise discoveries to adapt to over the course of the dungeon, making the late-game less enjoyable too, especially with the ability to scout shops and altars (neither of which have particularly strong alternatives).
Obviously I have a choice in the matter, but many of the design changes push me in this direction. Dungeons are so much more open than they were in the alpha. Whereas you might have been able to explore 1/3 of the map without a kill before, you can now see virtually the entire map. Many more tiles are available to explore, too, due to fewer walls and the addition of subdungeons. Seeing 95% of the map needed glyph help in alpha. Now it's practically guaranteed. While I've had some irritating moments getting stuck in the labyrinth, it reminded me of how much I missed that claustrophobic, constricted style of game (though even there you still end up with tons of tiles to view unless rex is creating problems).
Unfortunately, fixing any of this would require some sweeping changes, so I'd be curious if I'm alone here or if other people have had the same issues (and dislike them).