Super Dungeon Maker Review (HandBanana)
If this game gets consistent content and QoL updates, it will be something really special. I'm impressed with the state that it's in already though.
Edit: I've got some more hours in and here are some of my thoughts of what this game needs.
You should be able to pick how many hearts you have, or control the damage scaling of the dungeon, or ideally both. With always having 5 hearts and most things deal half a heart of damage, it promotes a lot of spamming of units and hazards. One of my first thoughts for this game is a dungeon where there are a lot of floor spikes with different timings and you have to do it right to win, but that isn't really possible right now. The easiest way to achieve this may be a full dungeon damage scale of 1-10x, because 10x would make anything one shot you at 5 hearts. An alternative would be we can activate a trigger based on our health amount, (less then or greater than x) and we can kill the player based on a trigger.
I think just this one change would be huge, and allow for a different type of level that is more precision based, but I have a ton of smaller changes that I think would be nice.
stairs that can be place on a side or bottom wall.
triggers that can change the lighting level. (a full dark level is annoying, but dark sprinkled in could be really cool)
alternative win conditions.
let us place bird npc's, let us type what they say when approached.
Rupees and a merchant bird to spend rupees.
We should be able to put items in anything, grass, enemies, etc.
The tutorial should explain triggers, I figured it out eventually.
Periodic enemy spawners.
Buildings.
Teleporters.
More Equipment and Enemies.
Heart Containers.
Ways to physically push the player without damage, I want to push players into a pit or an ambush :)
This seems negative, but I think there is a really good foundation here, it just needs more, I really do think just having the ability to adjust damage and/or health as I said earlier would open up design opportunities in a big way.