Like a lot of roguelike players, I am captivated by the concept of random. I love the difficulty level and how whenever someone actually beats Rogue it is likely the biggest accomplishment in their gaming career. I also have this ideal of maximizing every run I make, even if that run has no chance at victory. I rarely live up to this, but when I feel I have done the best I can do with the hand I was dealt, I find it satisfying despite technically being a loss.
Maximizing every run. That's interesting aspect of replayability. I haven't really thought of it like that before. It's a very good point, and I see now that's why hi-score table is important part of the game.
But, don't you think it's unfair, that something is wrong with the game balance, when you really don't have even a theoretical chance to beat the game without 2hand-sword? I think if there is no good weapons in the dungeon the game should compensate by providing more enchant weapon scrolls. I think that's what "game-balance" ultimately needs to provide, to decrease the impact of random factors and make separate runs have similar chance for victory.
By the way, have you ever tried enchanting arrows?
I also like how fast you can play a game, especially in version 5, without taking away from the skill of the game.
Then you will like Rogue+ with mouse support. I think with it the same game can be played in half the time than regular keyboard version even with its shortcuts. I'll upload new, now mostly complete, version later today.
I hesitate to say what I do not like or what changes I would make because I know so many people have already identified and changed these things in creating their own roguelikes, and I know more intelligent answers would come out of brainstorming with other gamers.
Having played it that much I think it is you who have the best perspective and can give the most valuable opinion about it. For example, don't you think the blindness effect takes too long? It's a good concept for a difficulty factor, but it's also annoying, and I think its long duration takes away from enjoyment, more than it contributes to the difficulty as a game mechanics.
By the way, have you noticed if the potion of haste actually works?
My biggest disadvantage is just plain not understanding the mechanics of the game. I have never played D&D or anything similar. I have been to the vade-mecum and honestly do not understand how stuff works.
The game is made opaque like that on purpose. You can see how vague potions/scrolls effects are. You really are not supposed to know how everything works, but rather get a feel for it. Learn bit by bit, and try to do better in every next run. Still, showing exactly how much HP monsters loose when you hit them is a good idea, and I don't think it would take away anything from the game.