I played this again and got a bit further in.
The survival mechanics clash with the current level design. I’m playing a game where the dungeon is designed for me to make progress by attempting one room at a time, yet I respawn far away while being punished for running back to where I was and having a regenerative healing model that rewards loitering around.
The room with the three whip enemies was the hardest thing in the dungeon. A bit strange that it has no reward.
The pipe mechanic, as currently implemented, is awful. There’s not much substance to it puzzle-wise, yet it makes you backtrack back and forth, which is aggravating when you aren’t even allowed to run without capping stamina. There is a clash of gameplay styles here. The concept is interesting, though, as are the various implementations of water in the game.
There are many sequence breaks involving dodging, as you can dodge through most things. I thought some of them were intentional, but then I could skip the entire anor londo roof room and that was clearly not what the game expected me to do.
The giant will cheese itself unprompted by backstepping into the lava. Not sure if intentional.
The base damage on whip enemies is so low and their annoyance so great that it feels the appropriate strategy is to just let yourself be grabbed while planning your deterministic 180 degrees throw direction, and that’s a bit disappointing. The room with three whip enemies can be cheesed somewhat this way, too, since parts of the edges have no lava.
I didn’t get to beat the boss, but fighting it was much more fun than navigating the dungeon. Given that there is no save function there is no chance I’m going to do the piping again to get to it in this build.