Well, it's obvious you guys are previewing it. As much as I wanted to do that, I've waited, because I want their update patches.
The summoning circles both act as monster summoners and increase your control reach. Now the problem here is that if you want to keep your dungeon self sufficient hero-wise, you need to concentrate your summoning circles in a certain area, which means you cannot extend your reach as much. You might think it as a trade off, but it doesn't really work, specially with the dungeons already having points of interest. Granted, you don't need to have your control area in a lot of those points, but in some yes and that means you have less monsters to use against heroes.
That's somewhat of a mission thing. It was the same story in DKII. You got limited resources in the campaign missions, which was my biggest annoyance with that whole game. It's the reason I never bothered with the DKII campaign. In sandbox, the caps are a lot more generous on your monster limit. This is also one place people are telling them to ease off restrictions on the players.
That's one thing I really appreciate about Dungeons' design. Even in the campaign levels, play is self-sustaining. You're not running on limited gold veins and monsters that you have to pay. That's why I only played sandbox in DKII, it was the only place the levels were truly open-ended.
It's also worth noting that you can at least explore and dig out areas you don't control, so you can at least look at the level to see if it's even worth building over there.
2. Mobs see through walls. Not much I can say about that, that simply sucks. Plus arches can hit you from around corners and through walls.
Addressed in the 1.1 patch.
3. Your gold has no physical form unless you put chests, piles, etc around. Not only that, the chests aren't meant to store your stuff, but to make heroes happy and give them a chance to actually steal your gold... That's just silly... They could easily have added a better mechanic with treasure rooms, traps, etc and still keep the make your heroes happy thing.
In DKII you had a reason for money. Monsters wanted pay, and they needed to go somewhere to get it, to penalize/reward you for dungeon design.
There's no reason for it in Dungeons. It would be thematic....but the only reason you need gold to begin with, other than as an arbitrary cost on summoning circles, is for the heroes. It makes the point you don't really need gold. So why not store it where it's needed most....at their feet.
4. The hole gimmick is too cyclic, plus it's silly to watch the heroes admiring your hanging skeletons. Kill hero -> Soul -> put gimmick -> prestige (or whatever it was called) -> get stronger -> kill hero -> get soul -> put gimmick... and so on.
I'm in agreement here, somewhat. But I don't have the full feature set.
I'll stay with the game, since I'm not canceling my pre-order, and let you guys know how/if it improves through patching.