I wish that there was a "relaxed" mode, where the quest timers are turned off. I hate timed quests. Other than that, the demo was fun.
I totally understand that feeling. I have a hint about that, first there's an option for slower mode, so check it. But the important point is that if you want to get a slower pace about quests you need change a little you usual way of playing:
- A first point, is never lost time in inventory management, merchants and talks. For all of them do them in pause mode, you can.
- A second point is, make the quests your priority. In most RPG explore every corners and grab all stuff is the top priority, here you should better give up those goals. By doing that you'll win a lot of time and the gameplay will be more fun.
- A third point is to try minimize you travel back to town. It's significant time lost here.
But the truth is that the gameplay is better when you are in hurry and fail at least some quests. The problem is that RPG players aren't used to this and this can be a little frustrating sometimes. Failed quests will setup for you the best examples of consequences and time hurry will focus gameplay on more fun elements, like how reach faster a level, manage the portals, much less travel back to town because you pick and sell less junk, hazards becomes more important because of their impact on time, and more.
You think that's it?? I could never get into a rogue-like (except if you include Diablo 2, which you probably won't). Maybe this is the reason, because I certainly don't have the patience to keep on hammering until I "get it". Well, unless I know that I'll "get it" eventually, as a reward of sorts. There have been a few very promising rogue-likes on iPhone, like Sword of Fargoal, but I'm afraid to get them and find out I lose interest in 5 minutes.
About Rogue-like, I played few and there isn't much link with them. The tiny link is a bit more focus on hazards than in usual Diablo like but it's far to be like in some Roguelike. Also Roguelike are much more rude with the player there's no comparison. Many Roguelike also develop the important events thing but not at same level than in Din, it's more to inform you of an important event in a maze that random generate, and most often hidden behind a sentence or sound information you need decipher and learn or find in a walkthrough and learn identify.
But it's possible that the Din gameplay is a little out of the standards and it takes a bit more time to decipher it better. Well if you don't like, that's it. If you are unsure I think it's better stick to a character and push it to a higher level, like 12/14. The problem is that the demo limit monsters levels and you'll probably won't be able do it (I'm using the beta version got through pre order).
A key element of the game is the events, it's easy not notice them much but then you'll miss most of the fun. Quote they aren't lost and you can scroll them in case you didn't quote some. Those events can allow you identify new quests and make some without go back in town, or back in town to get the new. They get you informed about consequences and important evolutions. Some events will let you identify that a threatening is on road to attack the town and sometimes you have an opportunity to break it if you are in the same level. In an area I think you get more detailed events about the area and you could take care of them, like a monster that became stronger, or an important monster building something when you have a quest to hunt him, then it means you are in hurry to achieve this quest, and more.
I can understand that, myself I'm hooked too but only in part, I wish classes skills and fights was more fun, in particular I find the fights quite less fun and less deep than in Torchlight. But that could depend of your class choices and for now didn't tried yet real mages and real warriors classes.
Totally out of topic, Torchligh and Din's Curse made me a little crazy about ARPG that's never been my favorite games. I installed back or tried replay a bit Diablo 2 and Titan Quest and come back once more a bit on Fate. I end being a little frustrated, both a little obsessed by those sort of games and a little frustrated at same time.
It hurts me how all those game abuse a lot of items drops and involve a lot too many sells and items management. It's weird none tried some more different variations and all follow some standards setup by Diablo series but standards that aren't necessary obvious good gameplay (plenty back in town to sell stuff break a lot the gameplay).