Overall, I liked it but I hope for sequels because some elements seem under developed. I give it 3.5/5 stars overall for a great dungeon and awesome encounters but a little weak on interactivity. I'd happily give a 5 star review if there were more classic d20 interactivity, even some token interaction to be honest. Given a deadline, I'm not sure the devs could really prioritize any differently. That dungeon is massive and it had to look very cool; that takes time and they succeeded.
1. I enjoyed the dungeon crawl feel, all the groups I've played with stuck together and we had to work as a team, playing proper roles. The fights are well tuned, not insanely difficult but requiring team work and a strategy. This most important aspect was a success.
2. I love the look and detail of most of the dungeon, it all feels more like classic DnD, like Haunted Halls; if this is the trend, keep it up!
3. Very little interactivity. I'm glad that the DnD franchise is still building worlds, so I guess I'm glad there was a company-wide deadline and our DDO made the cut, but I wish some more time could be spent to fill this fantastic dungeon with decisions and encounters that involve skills and rolls.
4. Nice music!
5. Spammy with the epic weapons but stingy with the ingredients, and the loot's so so.
6. Very cool end fight! I think bosses should fight back, but they rarely do. This boss does!
7. Quibling now, but the dungeon seemed to have the classic 90 and 45 degree walls like PnP graph paper maps but the in-game map didn't match the actual terrain. The in-game map squared off the corners and I wondered, why? I couldn't figure out a reason why they'd bother to square off the classic 45 degree angles on the map, it doesn't match the terrain now and it steps away from a classic DnD element that people notice.
A few suggestions:
1. Why not get rid of all those chests with mushrooms in them and place the mushrooms in all that cool scenery, among those detailed tables and bookshelfs and desks, etc., like collectibles, but ones you can see (little mushrooms not pouches)? It would go a long way to better using all those cool details and more immersive than just finding mushrooms in mini-chests. This is sort of a window dressing approach to solving the problem but I think it would go a long way, tbh.
2. How about two sequels (3&4) that use the same dungeons (1&2) but the extra dev time is used to fill up the spaces with interactive elements from the original module? Or instead of brand new quests, even just adding maybe 5 more interesting encounters (not just fights, something unique) from the module that can sprinkled randomly into the existing quest. (That would be awesome!)
3. Maybe be less stingy with the mushrooms and less generous with the base epic weapons. It seems like I'm finding weapons at 20x the rate of complete mushroom sets (I have almost 10 items and fewer than half of the shrooms I need for a set).