Rewards aside (I wasn't expecting anything ground-breaking tbh), I really liked the Variant Dungeon a lot. It's like they took what was good about CLL, Dalriada and Delubrum Reginae and made something interesting. The bosses are long but aren't -too- long, the mechanics have a bit of variation to them between choices and just exploration-wise it's so well-made.

Of course, there are a few things I didn't really like.
- The middle boss needs a bit more to him if that's what we're meant to grind. Otherwise he gets repetitive and tedious fast.
- It's quite obvious which skills to use between roles. Bozja and Eureka had some really good skills to use. They could honestly have explored that avenue a bit more.
- LOTS OF MOBS. The mob pulls themselves aren't too bad, what I'm referring to is how there's nothing but mobs and a couple of bosses, at least in the Variant version, with one of them being
- In the end, this too will be repetitive. I understand Square likely isn't one for "true"* randomness, but this structure still lends well to some randomization. The "randomization" we have is reliant on our choices, but it becomes rather obvious after a while which path we should take.
I'm not saying to throw away the patterns, but do add one or two random elements to keep the variety going.

*"true" randomization is almost impossible in videogames. Stuff is calculated from a seed. So it too can be predictable, though it requires exceptional know-how or just plain hacking into the game to know.