I give it a 6/10, it's a fun and NEW system that while I coin it "Diadem Elevator" the RNG and traps make it interesting. And if you're playing with players on coms, it makes this more fun. But it is grindy, it is short, and feels like it hit a point where if it kept going it would of scratched my itch left from Diadem's Shell of a System. The story took something great, and wrapped it up all too soon, and now it feels like it won't really be story motivated or if it is, will be sort of thrown together.
What made Nyzul amazing, is that it wasn't JUST kill mobs. You had to know what the floor's rules were, and they were RNG. It could be that you kill a Super Beast leader mob, or you kill a family type of mobs (Aquans, Goblins, Qiqirin, etc.), than you had the mobs that you had to Identify as the chosen mob through checking (which could of been fixed by giving us a "glass Key Item" that we use to identify the mob to proceed to the next floor). Than you had lamps that REQUIRED coordination with other players.
There were many points in this mode that I told myself, "Man this could of been SO MUCH BETTER had they done *insert mechanic/device/rule here*". The limitations and buffs don't com up nearly enough, Pox is kind of a thing you might see once or never in all 1-50. Mob variation was cool per setting, and were it not for the traps it would of been just a "Diadem Elevator" but even the traps only push the needle so far.
For instance when you get a floor you are "Blind" on, why couldn't the whole room be dark and you can only see as far as your weapon would illuminate. That by far would of made for an interesting quirk. Make a room that is has the rule of being upside down, and your controls are in reverse. The point is there are so many little things that could of been done to the system to really give it that polish that made me not want to log off. But as all content in this game, I can do it once for the day, and call it a night, maybe pick it up for tomorrow, but if not, no sweat. I DON'T LIKE THAT. I want content that makes me crave it and not even want to log off outside of being a responsible adult. And the first thing I do when I login, is want to do this content.
Over all, it's a decent system, love to see the RNG, map variation was cool, Pomanders and traps were a great concept, but the story is weak at best, and eliminates a motivating factor all too soon; and the rules and floor restrictions are too soft and really don't change the game ENOUGH to be noticeable or memorable. Also the bosses are so stupid easy that the fact YoshiP is quoted at saying that this content would be challenging and not easily completed by every player, just comes off as laughable. If you can't 1-50 in 4-5 hours, you're honestly brain dead.
I stress this, SE STOP TRYING TO BE SO UNIQUE FROM 11! You've already accomplished looking and feeling slightly different, but the game modes from an archaic game are far superior with far less resources, than your own. PLEASE start pushing your game, rather than making it so hand holdy and being so ANYTHING can clear it. My group even go to the point where we had a Ninja Cheese some floors because of time, by stealthing and popping a chest and stealthing out, with out aggroing a mob (excluding the multi headed ghost things, true hearing it seems). And while it's cool to find out lil tricks like this, it's a bummer to see what this mode COULD BE from a game that is 10+ years OLDER than what we have now.