Post-mastered
A couple of years ago, I stopped playing DROD because I was frustrated at my lack of progress -- and certainly a contributing factor was the proliferation of new elements. I knew what they each did, but not how to work with them, how they combined, or how to look at a room and understand what was going on in it.
Dan's Dungeon is exactly the tutorial hold I wish had been available at the time. Unlike all the other tutorials, it doesn't just tell you rule after rule, illustrating them with rooms that are trivial when you know the rule in question. There are a couple of rooms of this type, but the majority are fun puzzles. The hold never felt tedious to play, and the only real frustration came from a few rooms that required me to work out a new manipulation technique, such as 9:1N4E and 15:2N1E.
My only real criticism is that, especially in a hold like this that's targeted at beginners, it's essential to have checkpoints in medium and long rooms. I particularly felt their lack in 14:3S3E, the aforementioned 15:2N1E and its PMZ version (1S2E), and PMZ:4S6W. (I understand why updating published holds is frowned on, but is it
really impossible to go back and add checkpoints? It's such a shame that the hold has this flaw, when it's one of very few good tutorial holds out there.)
Any favourite rooms? Hard to say, though I certainly relished the feeling of satisfaction at outwitting the Slayer in those L17 rooms Rinaldo mentioned (which I did without killing him). The tight horde management rooms in the post-blue door area of most levels were also very satisfying, as was the grand finale of defeating eleven guards in 18:1N. (Maybe also a room that could have used a checkpoint, though placing it would be tricky.)
Overall verdict -- 3 brains, 10 fun.
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50th Skywatcher