Linley's Dungeon Crawl
History
Crawl began in 1995 as the project of Australian Linley Henzell (in fact, its full name is Linley's Dungeon Crawl). Following Henzell's departure from the project in 1999, a loose coalition of developers officially maintained the game, though (as of 2005) visible development has stalled at version 4.0.0. Outside contributors, such as Darshan Shaligram, continue to produce patches for the game.
The development slowdown relates in part to legacy coding practices, as Henzell himself suggests in telling of Crawl's NetHack-inspired origins:
"There were some things I really wanted to fix ... and I thought parts ... could be made much more interesting. ... So I ... set about teaching myself C. ... Results were, predictably, quite horrible ... but I stuck at it. ... The Crawl dev-team has ... achieved a lot, given the spaghetti-like tangle of code."
— cited from BALROG, by Erik I. Bolsøs.
Soft Description
A single-dungeon roguelike, a bit shorter than average, i.e. fairly long. ;-) Has a reputation for being devilishly hard (in truth, it does get easier as you learn the tricks), and quite a few unique approaches:
- There is very little room for scumming -- normally, you won't be able to engage in anything like NetHack's nurse dancing, ADOM's stone-giant scumming, or Bands' "skill gain". There's simply not enough out there to scum (and normally not enough food, either). (The exception is worshippers of Nemelex, but the god system is interesting enough that exploration of the other gods is sufficient motivation to not play many games as a Nemelexite.)
- It's "racist" rather than "classist" -- most of the "molding" of the character you would expect from class in a roguelike come from race, while class merely sets how you start out (which can be quite important, but can often be overcome if one's chosen direction fits the aptitudes of the given race, e.g. an elven archer who evolves into primarily a spellcaster).
- You can't sell to shops. Who wants your crappy stuff, anyway?
- Skill rise through use. Although ADOM does this too, it also offers skill increases of your choice at levelup; in Crawl, rise-through-use is the only system. This sometimes leads to deformations like the "victory dance" of sitting around and spellcasting for no reason after tackling a high-XP monster, but otherwise it works great.
- Fighter-mages are implemented more strongly and completely than in any other roguelike, there is not one or two such classes, but (going from experience rather than the class list) at least 6: fighters focussing on magic-enhanced unarmed combat (transmuters), magic-enhanced armed combat (crusaders) combat-enhanced armed magery :-) (enchanters), physical melee/magical ranged combat (reavers), necromancy-enhanced armed combat (Death Knights), and magic-enhanced stealth-based combat (stalkers). Some would also call warpers a real class as well. ;-) There are also two magic-like alternatives to magic -- invocations and evocations -- and thus fighter-evokers and fighter-invokers should also be mentioned.
- Although Crawl has no corpse intrinsics system, food and parameters related to it (what you can eat, what might happen) are handled inventively and interestingly, and permeate the game.
- A mutations sytem exists, but unlike ADOM's corruptions system, it's not an attempt at a clock, and unlike the ToME system, corruptions are often quite nice. They are also often quite nasty, and keep you on your toes.
- Gods, gods, and more gods -- 12 of them, I believe, and most quite distinct from the others. Your choice of religion is almost as important as your choice of race, and perhaps more important than it.
- Players are discouraged, via various aspects of the ruleset, from getting too tied up in the ID game. Pushing it too hard may even send them to a fate arguably worse than Hell...
- Areas that are undoable by some characters. Not locked to them, just impossible (only summonings experts and a few other special cases, for example, can hope to tackle the Tomb). This does wonders for replayability.
Hard Description
You choose a race and, based on race restrictions, a class, then dive 27 levels to retrieve the Orb of Zot before ascending back to the surface. On your descent you will need to make side trips to branch dungeons to acquire "runes", keys needed to enter the Realm of Zot.