Three days since purchasing Dungeon Encounters, and I've already played for about 22 hours. This never happens to me, as most games generally meander in a way that stops me from playing after 2 hours or so per session. This game has many ingenious implementations to it that ought to be staples to the genre in general. Every aspect of the game's design encourages improvisation, despite the fact that most aspects of randomization are completely voluntary (even the randomness of enemies damage, status afflictions, etc. are voluntary in a way if you think about it). Many general design decisions from other games are reinterpreted here, in a manner that is interesting, and usually better than where the inspirations originate (afaik) from. Team composition is the inverse of how it functions in Labyrinth of Touhou; Bravely Default's weight/agility system more significant, and has you thinking out turn orders for 'unit class' priority; HP essentially functions as SaGa's LP system (sorta); the balance the Proficiency Point system offers in place of locking equipment tied to a unit's level, is ingenious in a game that constantly auto saves and expects you to lose characters if randomness doesn't go your way; and maladies such as poison are as useful as they are in game's such as Dream Quest, with a similar implementation, re-interpreted with the ATB bar, which finally serves a proper function (essentially functions as LoT's does); the two pronged loot drop system is an absolute must for the genre going forward; and randomization is implemented in a manner that makes DE much more of a deck-building rpg than Voice of Cards (lol).
Never has either unit, or general team composition been as enthralling as it's been in Dungeon Encounters. --And the fact that this results in significantly different playstyles and outcomes in battle is beyond impressive; in a game that is so stripped down and barebones aesthetically. As soon as I unlocked the Isekai Kid, I've had this general team composition: McAllister with Malaflux 6, and either unarmed, or equipped with the Powder Gun (depending on the current floor's encounter pool); the Khajit (now replaced with the doge) with an attack accessory, and performing consistent aerial and melee damage with the strongest equips; Luigi with an Axe, and a shuriken to deal either consistent PD breakage, or random damage depending on enemy PD resource pools; and Sassafras with the ATB reset pocketwatch, an Enchanted Shuriken, and an agility accessory to ensure she's resetting turns or destroying MD ASAP. The best part is, there are many other team setups I'm completely ignoring, despite knowing that they are there. The Samurai's Katana is clearly a viable build, but I love the randomness and improvisation that comes with my current setup (and I've contended with enemies 20 levels my senior with my setup as well (level 50 enemies despite being at level 34-ish (currently in the 30's floors))).
I've had a chance run with an enemy that had initiative and destroyed a powerful and rare accessory upon the battle beginning; have gone 80k in debt upon a chance encounter with The House of Mouse himself; gotten vored the moment I took of the consumption passive; and have gotten my asshole spaghettified by a black one, just to be forced into re-recruiting all my party members with units less than half the level requirement, all improvised thanks to the lopsided nature PP offers lower level units. The game absolutely forces you to roll with these punches at all times, and I couldn't be any happier with it. There is no aspect of the game that feels unfair, despite RNJesus resulting in far 'worse' outcomes than the average game provides, and allows for you to overcome these obstacles. The loot destroyer is easily killed if you have a diverse enough team (and a later passive all but mitigates equip destruction); soon after being made Mickey Mouse's house negro, was I able to defeat him four times in a row with the right setup (for early game units at about level 23 apiece, ofc), and ended up with 160k, way well above the best game equips judging by the armories wares; and the encounters like the Black Hole make Traversal Ability passives an absolute must, something most game's completely gloss over.
There obviously could be various improvements that ought to be a part of the game.
For starters, I'm not against a minimalist approach, but either go all in or go with something a bit more conventional. Would be nice if the devs played Wizrogue; or have taken a gander at Labyrinth of Touhou 3's general visual approach. The general parchment paper visuals are great, and the animations and sounds associated with them are also pleasant, but the player avatar is completely out of place. I'm completely fine with all the hex values, but that's cos I'm an amateur programmer who appreciates buffing up on my base-16. Battle graphics are an absolute travesty though. I don't think the NES FF titles look all that great, but I always appreciated the battle UI, much moreso than what we're offered in DE, that's for sure.
Butt-rock reinterpretations of classical music is very much unappreciated. I may be a heathen when it comes to the classics, but I recognize the Earthworm Jim soundtrack anywhere, and I really would rather have the original compositions than deal with this garbled rock 'n roll that all but bastardizes otherwise great tracks. Obviously, the most ideal scenario would be to put a proper Square employee with the task of rearranging, or simply developing entirely new compositions.
I love that elemental magic is essentially gone, but it'd be nice to have more diverse magic categories that had a host of effects; for instance, let Petrify be 100% as Poison is, but with a randomized rate that can take up anywhere up to 8-12 ATB cycles to take effect (battles lasting that long are already a test of endurance), with a magic attack that does less damage, but exacerbates the effects of poison, petrify rate, and all other maladies; a defense syphon spell that recovers random units by a random amount would be nice; and anything else Ito can think up. I know now more than ever that Squeenix has been getting in their own way over the years by stifling a man of such talents over hacks like Sakaguchi.
Having some form of the GF system from FF8 would be nice as well. Just about one of the only unit custom system I've enjoyed, that grants significant freedoms. It was broken in FF8, but it'd be nice to see some aspect of it applied in a more sensible way.
And finally, the game could stand to be a little more difficult. As it is, the game is essentially balanced - damage pool wise - to the point that enemies could have their defenses crippled in a couple of shots given the very neat integer distributions that consider current floor loot. Knowing what the general damage pool is at any given point of time, literally incrementing the integers by a few digits each - even by +1 in some cases - could significantly alter the dynamics of battle.