At first glance, 1Quest seems like a fairly simplistic, but brutally hard, roguelike. Part of that impression is because the lack of a tutorial leaves you to discover the game's intricacies on your own. The more time you spend playing and examining the GUI however, the more depth you'll find. 1Quest takes the standard RPG method of character building, combines it with the random item collecting of Diablo, the skill trees of Fable, and adds a bit of turn-based strategy to create a complex game that, unlike most roguelikes these days, can be played countless times with a different feel each time.
The gist of the plot is this: Bad Guy has captured several children and the princess. Take too long to find and kill him (hopefully, your princess is not in another castle!), and those children begin to die. Thankfully, the game gives you extra days (one per child) to complete your task, but you'll really need to dig into the mechanics to achieve your goal. Take too long, and eventually Bad Guy will come to
you and then...well, you know. Might as well just quit and hit the "New Game" button.
Paths to Bad Guy's castle are branching, although, as each map along the way is procedurally generated, this really serves no purpose other than to give you a spurious sense of choice. Killing mobs gives you experience points that you can spend on core traits or skills, and different class skills can be combined to make, for example, a Battlemage, or an Arcane Archer. The possibilities are dang-near endless. Adding to the challenge is that only one of your class skills can be activated (even if it's passive in nature) at any given time. As a Rogue, do you increase your defenses via your combat stats, or add armor piercing capabilities to your weapons? As a Mage, do you reduce the cost of your spells, or increase their range? It's the
actual choices like these that make this game incredibly flexible and provide near-unlimited replayability.
The main complaint I see online is that the game's dungeon generating process is unfair (or "done poorly," as one Youtuber put it), and, because of this, it's just too hard. I believe that to be false. First off, because I see those same players rushing headlong into the middle of an area before even taking the time to see what's there, ignoring heart (health) drops, making premature and incorrect assumptions about class skills (yes, rogues really
can detect and avoid traps), and leaving valuable items on the floor. At that point, it's not the game's fault you've been surrounded and defeated, it's yours. Second, surviving a ton of mobs is completely possible; you're just not going to
figure out the tactics involved on your first time through the game. So many Roguelike players are used to just bashing their way through a battlefield and healing after, that the thought of strategic gameplay seems almost foreign. Make that mistake while playing 1Quest, and you will die. A
lot. In defense of the complainers, though: The game gives you no help (other than mouseover, contextual tips), so this attitude really is, in part, the developer's fault. Players are used to simple games; 1Quest appears to be simple, so most will assume it is "unfair" and move on. Give those people a public forum, and there goes the chance of the game finding the right audience. In the case of 1Quest, this would be a very sad thing for Roguelike lovers, indeed. If you are at all interested in buying a copy, be prepared to spend a fair amount of time just exploring the various buttons and figuring out what everything does.
As for the rest: The graphics are average at best, and the music, while serviceable, will grow tiring pretty quickly. There is so much goodness in the actual gameplay however, that, were they to improve the A/V and add a tutorial, I would happily drop $20 US on this. As it stands now, as long as you are aware of what this is going into it, 1Quest is easily worth the current list price of $6.99 (and I'd still recommend it as a value up to the $12 mark).
And, as an additional incentive, the dev has recently
hinted at Workshop support. Schwing! (EDIT to add: Today (Dec 9, 2014) the developer announced support for custom mods, although not throught the Steam Workshop more information can be found
right here.)
Highly,
highly recommended.