Even though you have access to four weapon types, combat is incredibly simple and lacks any meaningful depth. Regardless of the type of weapon you're using, combat consists mainly of hacking your way through enemies with short, cumbersome combos. Even with the "faster" weapons, the combos are clumsy and work against the faster pacing introduced by the shuffling dungeon floors. I'm willing to accept that combat is supposed to slow you down, thus adding to the strategy, but enemy placement is so erratic that after a few floors, it is easy to refute this claim.
Enemies will sometimes spawn right next to you, guaranteeing at least one cheap hit. Some can even pass through walls, which doesn't work well considering the tight spaces introduced by each maze. Even worse, the controls somehow manage to become less responsive when you're placed in a tight situation.
Magic is handled through a monster-collecting system. As you run through each dungeon, you'll rescue blobs called fupong that allow you to cast spells. Fupong will follow you around the dungeon and can be combined into stronger types while in the village. It's an interesting system, though it falls well short of its potential. There's no way to cycle through fupong, so you have no control over the type of spell you can cast. If you want to cast a specific spell, you need to waste the spells in front of it. It is also disappointing that the fupong-raising aspects don't go beyond making fupong more powerful by combining like-types.
Away: Shuffle Dungeon is great idea that turns out to be little more than an alright game. The core concept is solid, but the surrounding mechanics don't support it. Hardcore dungeon crawler fans will be able to look past or deal with the deficiencies, but most players probably won't.