How does Din's Curse compare to others of the genre though? Its strength's/weaknesses, it sounds interesting. And it has melee rogue options I saw, I love melee rogue classes.
Procedurally arranged towns and quests with real consequences.
Example:
- You generate a new town and arrive. It's got a lot of earthquakes. The last one had a lot of disease.
- One of the quests is to kill a boss on level 3. Another quest is to rescue a shopkeeper on level 2.
- You save the guy on level 2, but the boss on level 3 gets away and is building a recon totem on level 6, so you get a quest to kill him there.
- You try, but can't get down to level 6 fast enough (a bit too completioninst, perhaps), so the recon totem is finished and the boss moves down to level 9. You now have a quest for the recon totem on 6 and the boss on 9.
- You go after the boss, but because of the recon totem the town is getting attacked relatively frequently and you start losing main questgivers. There are various expendable townsfolk, but if you lose all 3 main questgivers (you can rescue new ones to replace missing ones, but it's usually pretty deep down), you lose the town. But to win the town you have to complete all the main quests for the town. So better knock out that totem, or be real quick about things.