Greetings! This post is meant to provide feedback and ideas to improve Deep dungeon system from a perspective of someone who put over 800 hours into Deep dungeon. I finished both PotD and HoH solo runs, and am looking forward to next Deep dungeon with great excitement!
I have a lot of ideas, that I would like to share. I will split this into several posts, one about new ideas, and the other about Pomanders feedback. Lets get started.
Fresh ideas for Deep dungeons
Two big things in my opinion that Deep dungeons currently struggles with, is more risk/reward type decisions, and room variety inside the floor. And I don't mean that rooms don't look different enough, I mean about what is inside those rooms. So here are some ideas I came up with, that I think would improve on this side of content:
Optional mini-boss room: a room that is always a dead end (you don't have to go through it to get to the next floor), with no traps in it, inside of which is a single difficult mini boss. Upon entering the room, the door behind player closes, and will open only if mini boss is killed, or every player inside the room has died. After killing mini boss, it drops a significant reward. For example: 3 gold chests that are guaranteed to not be mimics. An item that allows player to pick 1 pomander of their choice, or 3 accursed hoards.
Room with a merchant: a safe room without any traps, with a merchant inside it. Merchant sells 3 random pomanders, and the player can buy them using accursed hoards.
Room with optional mini game: room without enemies or traps, inside of which you can try to solve a puzzle (can be a logic puzzle, jumping puzzle or something else) or complete a mini game (for example: dodging aoe's like in gold saucer's: The slice is right). Mini game takes time, that players spends without killing monsters to open the way to the next floor, and the reward for completing it can be either treasure chest, accursed hoards, or something specific to this floor, like removing all negative floor enchantments.
Quest room: a room with an npc inside, that gives a randomly generated quest (for example, kill 5 patrolling monsters, activate 8 traps, kill 5 mimics, and so on). The quest must be completed during the current set of floors, and can be potentially failed. This is the risk/reward type situation. Accepting the quest will guarantee the quest room will be generated on the last floor before boss fight (like 39/179 and so on). Completed quest gives a significant reward, that can be something like: 5 accursed hoards, +10 minutes of time on the current set of floors, random positive floor enchantment that will be active during bossfight and so on. Failing a quest, however (by not turning it before going to the last floor where boss battle happens) will result in a penalty that can be something like: -5 minutes from the timer, random negative floor enchantment that will be active during bossfight and so on.