Wow,
a huge rgrd thread - thanks for pointing it out, Ancient. I'll note some interesting points here.
In my opinion HyperRogue II was a "truly accessible ASCII game" (HyperRogue III has ASCII as option only), agreeing with most of Darren's points, but somehow Game Hunter did not notice that you can get tooltips by mousing over stuff.
Ancient and Darren don't remember what game informs you how to use stairs when you step on them. Just for the record: Hydra Slayer has this, thanks to Ancient, as it was actually his suggestion, and I think he suggested it only because Hydra Slayer uses "g" for "go" instead of ">".
I wonder whether there is some cultural difference. I mean, Darren's experiences with showing roguelikes to newcomers are quite different than that of Ancient, Sheep, or me. Also roguelikes seem to be much more popular in Poland than in UK...
I have to say that Dungeons of Dredmor has nice traps indeed. Another game with good traps that you can use for your advantage is Spelunky.
As for the first bundle, I do not agree with the notion of freeness used (I think that in an ideal world an artist should be able to get a significant income without being forced to do immoral things such as restricting access to their works, and while practices such as nagging or placing too many ads are immoral and should be discouraged, subtle hints about donations or other ways of supporting the devs are a good thing IMO), I don't like the broad spectrum (Rogue Rage and LambdaRogue seem to be completely different things), and I have no ideas about what to work on (VoI is too large, HyperRogue is too complete, Hydra Slayer could get some usability improvements and minor features but I think that it is too established, and I have no new ideas currently).