>>34442560>What makes a good dungeon?Lots of stuff:
Puzzles with some backtracking but where the backtracking itself doesnt feel like a core
Enough length where just coming in and out of it is too much of a hassle so you try to prepare and go for one time only
Side hidden things
Unique mechanics so you dont feel like you are just repeating yourself
Expanding on such mechanics enough to feel you explored their possibilities
Etc...
Not all of them are necessary together and each alone can make it a good dungeon.
What is your favourite dungeon in the series?
Sky pillar, the weak floor isnt "exactly" a puzzle but solving in your head what is the ideal path and then use your reflexes to cross it is pretty fun.
How many dungeons is too many?
I dont think there is a limit but keep one dungeon per paths between towns so the player doesnt feel overwhelmed. Post game and optional areas though, dungeons ahoy, the more the merrier.