I just played the game and my opinion remains the same. Yeah, Warrior555MainGanon can be probably right about the game is not being done and so the game may become better also. However, taking this as an excuse, I also can say my opinion is not that good and may change in time when the game gets improved and updated. At the same time, a lot of people here can't keep work with their projects for too long so the games which don't begin big never probably will.
Basically, I started my alternative project same way with a priority to be fast rather than good first but also I added some most important rules, however, like monsters, their roles, when the stronger ones will come, some new ACS functions to make one different from the other, etc.
PB is not a complicated application and the most important rules for the beginners should be still at least connected tiles, fitting music, backgrounds and such to gain at least some first interest. Noone asks for advanced systems, such as customs, new sprites music, crushers, lasers and such. Just placing things randomly may also get a developer's brains crashed very soon when it is time to polish things. You basically will need to replace everything.
You even can't plan anything special without building at least the first amateur shapes of the level, without using certain things, etc because that is how it will work. In toolkits, the most difficult moments to create something big is considering with proper choices and positions.
My first suggestions for everyone no matter if they are my close friends or not are that the level tiles must be connected, fitting backgrounds and music, nothing special but still something that looks like a regular game.