- Turn-based grid dungeon crawling
- Items that can be given +X or -X, or be cursed
- Random items that you have to identify
- Hidden traps, complete with fake stairs
- Collars of Regeneration
- Classes (with the added bonus of being able to choose a class per dungeon)
- Too many cutscenes
- Too easy — death isn’t terrible
- Not near the complexity of most roguelikes — set of actions is relatively straightforward
- Dungeons are short enough that you don’t feel very isolated — just wait until you’re out of the dungeon and you can insta-identify your items
- Not ASCII based
There’s some mini-game based on cards that I haven’t messed around with. That also has a Wi-Fi tie-in, where you can play online with your triply-verified-really-aren’t-rapists friends.
It does have one nice RPG innovation: you needn’t fear investing in your equipment (giving it +1 bonuses) because when you find a better stock weapon, you can fuse your old weapon onto your new one, keeping the benefits of both. Pretty nice way of never making your equipment obsolete.