Super Dungeon Maker Review (jk guys)
Finished making my first major dungeon. This game, both in game and in editor is too glitchy for a 1.0 release, but most of it can be worked around. I'm guessing it was getting patched as I was working on it as some of the glitchiness (like with permanent staircase removals) stopped happening.
There are also limited dev options but that is true of most game-maker games...that's why you are playing the Zelda dungeon maker instead of building dungeons from the ground up in Game Maker (which is a lot more work and a lot more things going wrong). You lose versatility for the sake of efficiency. This is still a lot more robust than trying to make maps in Timesplitters or something similar. A good designer can definitely still express unique and interesting ideas with this, but on the surface a basic dungeon is going to feel the same as a lot of others.
It lacks rewards for the player, making it difficult to add hidden or optional sections as there isn't much reason to explore. Some kind of in game economy would fix this, even just a simple score board that shows how many rupees (or it's equivalent) a player got with maybe a few other metrics. I would love to have this because I want to have the ability to put in more optional content, places where I would stick harder puzzles or tougher encounters that might be a roadblock for players otherwise. Plus, it's Zelda, exploration is a key part of the fun and there isn't a great way to encourage it.
Tool-wise, it definitely could use some features, notably a better fill system, the ability to select select, drag, and copy/paste multiple tiles at once (I was really surprised this isn't in the game tbh), and the ability to 'save' what you copied to reduce future work. Dungeon wise, I would like the ability to control individual sound effects and lighting changes with triggers. Just these two changes would allow for a far greater variety in the feel of dungeons and would extend the shelf-life a ton with the game, and since they are just aesthetic, it wouldn't over complicate the basic dungeon making for the average user. These should be easier asks than adding, for instance, another boss monster type.
I'm leaving a positive review as I have wanted a proper Zelda dungeon maker for years and this does deliver that, but the appeal is limited right now. As I noted above, unless you are invested and work well with limitations, you probably aren't going to have a masterpiece dungeon pop out in front of you, and playing random dungeons has limited appeal. While some dungeons can be excellent, this isn't Mario Maker where you are looking at a 5 minute commitment usually, so playing even one mediocre stage feels like a lot and creators also have to put in more work to make something passably fun. What this means is, you'll be playing more rough than diamonds.
BOTTOM LINE (TLDR): If you like Zelda dungeons and have ever wanted to make your own (and/or are worried about Nintendo's ability to keep this style going), go ahead and dive in! The devs seem to still be putting in patches and features. It is very close to being 'good', frustratingly so even, but right now it is just 'okay'. With some updates, this could be great.