Im a big fan of Brogue, which this is based on. Pixel Dungeons UX shines on mobile compared with most other roguelikes (although I might like more quick slots). The game is great and has item, class, and boss innovations that take it beyond Brogue. My deepest dive in PD was to 17 and I usually make it to at least 7 or 8.
That said, I have several quibbles that keep me from loving this as much as Brogue. The balance seems off and too dependent on luck for my taste.
* The hunger timer is too tight (and this is speaking as a person with lots of experience gaming hunger in Brogue). If meat dropping mobs dont spawn, the food clock ticks too quickly for the player to traverse levels with the minimal searching thats required to find doors, even if they put all their gold into overpriced vendor food. I would recommend removing mob meat drops and slowing the hunger timer.
* Items degrade too quickly (and I would argue that the mechanic simply isnt fun). I feel like I end up spending scrolls to maintain my staring kit instead of getting the opportunity to id and really upgrade my items. I wish the mechanic didnt exist at all.
* Object id options are too slow for melee items. Potions of strength come slowly so use-id of objects is extra-unsafe, and there arent many inventory slots to keep them in until its safe. Combine this with my complaint about degradation and it means that melee upgrades are almost entirely based on early luck within the first couple of levels. This leads the player to lock in gear very early, which doesnt seem to be the intent of the design given the rarity of upgrade scrolls. There either need to be more guaranteed id scrolls, nethack-style ways to determine if an object is cursed, more inventory slots, or something that makes it feasible to do better object id.
I am left feeling like PD combines many elements that have the potential to be great, but the food and degradation timers need to be relaxed to make the outcome rely less on luck.