Don't just focus on gameplay, people want customization, even useless customization. Give us dynamic/definable rooms, give us furniture and little items we can place for minor benefits, give us creative options and control
While I personally would like that, it sounds like it would be treading into the same area that the game Dungeons treaded into, and we all know (or we all should know) how that turned out.
I agree with the others. I think there's going to be some disappointment involved by quite a few DK fans if this is even remotely marketed as 'inspired' by or a spiritual successor, or actually anything at all with Dungeon Keeper unless the rooms can be made definable by the player.
I kind of think that I understand (only from watching the video of course) why it's made the way the video shows it, since it seems that the rooms come pre-decorated so it would likely mean that if the rooms were definable by the player that then the player would be placing any objects in that room which would mean more work for Cyanide, in that instead of them just defining one room and everything in that room will always be in that type of room in the same exact spot, so they'd have to make all individual items that can be placed, then could items only be placed on a grid system or could they develop a free placement system, then they'd also be dealing with path finding (which as TB said in the video, in the prealpha is not so great right now), and so it would complicate things quite a bit.
Even with that said, If they could do it back in the days of DK2, I don't see why they couldn't do it today, especially since it's only early pre-alpha right now and assumed that it's still changeable at this point.
I just don't know how much fun I'd have with a game of this type and only be able to customize the tunnels, that doesn't scream fun to me.
Yeah, the dungeon did look a bit empty, but who knows, we may well need our lil' imps to go and gather resources for us in the unearthed sections of the dungeon, I hope so, it really would make the underworld look more alive.
Unlike this biscuit guy, I happen to love the flower menu (he calls it a radius menu, I call it a flower menu). The first time I bought a game that had one of these flower menus I was hooked. It meant that the game screen was devoid of extra GUI junk and much of the GUI that is interactive is hidden away until you actually need it, then right click to bring it up to the surface, and right click to get rid of it again (if you didn't make a choice, if you DID make a choice then that puts it away). To me, flower menus are one of the best and most compact GUI additions to games like this where you don't need instant "twitch" gaming access to the menu.