By the way, currently you can go to the goblin king before talking to the gobin in the cell, so either force interaction with that guy through a cutscene, or make sure your logic accounts for, as right now you just get teleported after killing the king as the game assumes you did things in the "right" order.
I don't like the game, and I don't think I'll play future updates, but a few observations, just in case:
1) In the early stages, consider severely cutting down the number of enemies: playing with a single character with only one ability outside of regular attacks is exactly the "spam Attack until all things dead" which you seem to not want in the game. I don't need 10 fights to learn to choose attack-attack-special attack or the "highly advanced" special attack into special attack maneuver (if you have the resources for it);
2) Having a heal crystal already trivializes the encounters, but being able to escape pretty much all combats makes it even more of a non-issue. I get wanting a tutorial area (at least, I assume that's what this is) but this is just wasting the players' time, there is nothing to be learned from the other 9 fights after you are through with the first one, especially since we can reset to full health on command. Either you shorten this section considerably, make it slightly harder or at least you give us a team with more characters and/or more skills that are relevant from the get go. I am not saying much, but at least 1 or 2 magic abilities that interact with some of the enemies beyond being pure damage would be a blessing (and no, healing is just a way to keep the fight going, it's not interesting when you are using a 1 man team);
3) Reconsider the enemy positioning: beyond the lone goblin protecting the chest the toughest fight on the first floor are 3 vs 1 fights. Those are tough to beat unless you level up or waste items, but they are trivial if you hunt down the 2 vs 1 fights first. This is (again) just a waste of time. I guess I could avoid the battles, given that even if we are supposed to kill all non-intelligent goblins, killing the king seems to be the only thing that counts (and you don't need to level up for that one, since you won't be doing anything), but I feel like something is wrong if the best move is to avoid the content;
4) What's the point of a twisting maze as a map, given all the above points? There are no random encounters, nor is the maze itself a real challenge and you can always avoid fights anyway so getting lost is completely free of consequences (other than wasting my time, obviously). There are no gates, no keys or levers, no puzzles, no meaningful interactions to speak of (minus some chests to open). At least the map isn't TOO large, but it's still pretty big given the amount of content there is. It's not even a presentation thing, since it's not a place meant to look large or grandiose, it's just a stinky goblin cave;
5) What's the point of the king goblin fight? You can win by just guarding and self-healing while the other character does all the work (the protagonist can sneak in some special attacks here and there, but they are unnecessary). It's even more linear than the other encounters AND you get sidelined from the start. Then again, we started the cave with a fake out fight, until we are given the proper weapons, so I guess it's just more of the same in a different dressing.
I won't comment on the writing/humour much because I assume you are doing what you want there, but I'll say the intro and the "twists" coming every 5 seconds aren't very effective as humour or to introduce the story to me (it feels like it's wasting my time... Again). Humour is subjective, of course, but this felt like a thinly-disguised info dump in slow motion.