Eh, not bad...
I think this needs some polishing and definately some music. (I turned on some retro Super Mario RPG music and the game became 2x as good!)
Procedural generated maps are an interesting idea, but rarely work well. It turns into more of a maze than an explorable territory, you know? Has a machine quality to it. I used to be obsessed with the idea of it, thinking it would make gameplay different every time and up the replay value, but it really isn't all that different each time unless you put a lot into it... I moved away from randomization in my more recent games and they tured out a lot better.
The combat system was nice, except the hit area on both the enemies and the hero was a bit off. It was a nice system once I figured out that I didn't need to actually slash the enemies with the tiny knife, but it should be graphiclally sound too. I would either make the sword longer, or the hit area smaller on both enemies and hero. Either way, then I can see my attacks actually doing something. A particle effect might be another option too.
Another thing about the enemies, there didn't seem to be a point to attacking them, because it never affected gameplay. If you made them drop items, or increase your health bar or something then I'd want to attack them. Otherwise they're slow enough where I could just would walk around them.
What you have is really good, but I think it just needs some polishing and spruicing up. It didn't hold me for too long.