Pretty much what you expect from this series at this point mostly slice of life, some creative strategy thinking, and a little bit of combat. Instead of the normal 1v1 dungeon battle we usually get this volume used a 1v1v1 free for all style dungeon battle in a new dungeon. The slice of life is enjoyable overall. While I expect a certain level of "fan-service" from this my only complaint from this was that the epilogue was super weird and cringe worthy and with the amount of fan service this series already has did we really need a bonus beach chapter?, one that honestly added nothing to the story. The only other fault I can think of is not enough Niku or Ichika, their characters contributed a lot to making this series enjoyable. Overall though if you've read the series this far you know what to expect and will probably enjoy this.
Rokuko visits the annual core meeting for the first time since Keima became the dungeon master. Her rapid growth over one year draws the attention of those around her, especially from the members in her generation. Dungeon Core 666, a member of the Demon King faction, challenges Rokuko to a duel and it ends up being a three way battle with the 600 generation representing the humans, dragons and demons.
As in previous volumes, the story is light-hearted entertainment, nothing too serious, but a great mix of crafting and trickery. We also get a bit more worldbuilding in regards to dungeon core society. At times the DP system feels a bit arbitrary, especially with the gocha system, but at least everything is summoned before the start so it is more of a how is he going to use it then a deus ex-machina. The harem antics, tame echi and the beach episode are reasonably entertaining, but I would not mind a bit less of it, although the interaction between Rokuko, Keima and Haku are somewhat funny and a reasonable explanation on keeping the two hero's of the story apart. Characters are kind of 2 dimensional, but that should not be a surprise.
Much like the previous parts, an entertaining read, great for its genre and purpose.
Moving away from the usual dungeon town building, this volume sees Keima face another Dungeon Battle; this time with a three-way fight that's not entirely of his doing.
It's a good change of pace from the last 2 volumes and also greatly expands the story's universe by introducing the other Dungeon Cores, especially the top 3 and also the mysterious 'Father', who made them all.
The dungeon battles here were actually quite well-written, with a lot of suspense and exciting moments as Keima is forced to battle away from home ground and with other limitations, resulting in his inability to use his greatest skill so far, Create Golem. While one can certainly judge this work for putting a bunch of unneeded fanservice, it's the moments where Keima (ab)uses his creativity with the dungeon master powers that really make this quite a worthwhile read.
This is by far the best volume in the series. The author creates a "Battle Royale" Dungeon versus Dungeon, winner take all. Unlike the other volumes that are half side stories this book 5 actually took most of the book to deal with the Battle Royale. I recommend this Book 5. Especially if you like Dungeons, dungeon strategy and management, dungeon conquest and competitions.
This is another great addition to the series. Our last dungeon master gets out away from his dungeon for a new battle. I can’t wait to read the next one.
This volume introduced multiple characters like many different dungeon cores. This one also get to see a three way battle. We also get to see more of the world. So it is getting better.