Book of Demons
I'm kinda mixed on this one. I enjoyed it, but by the end I was feeling like it was about to overstay it's welcome. Which is sad because it's got some great ideas.
The game is kinda Diablo-lite. The game is styled around being a book, with all the characters made of paper, and all the gameplay is pretty simplified. You can only walk around the dungeons along the straight paths. There's branches, so it's got non-linear sections, but there's no open rooms, and there's no dodging left and right if you're not at an intersection. There's no skill tree and no weapons. All skills and equipment are in the form of cards, which you equip in slots on your hotbar. Which leads to odd restrictions like deciding between having quick access to potions, or wearing armor. I never felt like I had enough slots.
Combat flows okay despite this. The limited movement feels weird at first, but the game is balanced around it, and the game makes a point of having the player do more than just click, even when you aren't using skill cards. Monsters may have shields you use a different button to break, or you can interrupt their casting if you catch them at the right time. Getting stunned causes a QTE, and may also knock your equipped cards out of position, needing to click on them to put them back in place.
However, near the end of the game all these mechanics just because a torrent of bullshit. If you don't equip the item that reduces stun chance, you'll be doing the stun QTE more than you'll be fighting. There's constant poison, ice, rocks, etc to deal with, and it feels more like whack-a-mole than ARPG combat. The mid-game, when there's a half-dozen monsters, with one or two causing disruptive status effects, feels pretty good. The end game when there's a dozen or more monsters all constantly blacking out your screen, messing with your controls, needing micro managing to defeat, it just got to be too much. I had almost all of the equipment to reduce the debuffs enemies could put on me, to the point where I barely had any skills or items to easily use, and the final fight still felt like a cluster-fuck where I was barely in control.
The thing I liked best about the game is the ability to generate dungeons of various sizes, based on how long you want to play. The game learns from your runs to make the time estimates more accurate, as well. It was nice to be able to pick from 5 dungeon sizes. Small dungeons were under 10 minutes for me, while the largest size was like 45+ minutes. It's a shame I don't really feel like going back for more. When I finished Torchlight I almost immediately went back to play with another class, but I have no similar desire with Book of Demons.