Not quite D&D. Not quite Diablo or EQ, either.
I gotta give Rob credit for all the trouble it must have taken to make this game, but when you play it, it just isn't much fun. Porting D&D to a video game is always a little hit & miss, but this game was mostly all about misses.
For starters, you absolutely MUST min-max by abusing the reroll button , and buy the best armor, or else the wolf can one-hit you. As far as I know, there's no levelling-up mechanic, so grinding only yeilds more gold for buying more fire wands. (And yes, even though it's supposedly a fighter sim, you can use the wands. WTF?) If your int is 9 or less, you're a drooling moron, but can still use the wands. I'm not sure if the dexterity stat actually does anything. There's no skills or feats, so tumble checks and weapon finnese are out of the question. I'm not sure if heavy armor caps your dex bonus, or if the two simply stack, because almost all the math is hidden, but building a swachbuckling dex-heavy character is pretty much out of the question.
So it fails as an AD&D sim, so what? That's okay. Most AD&D video games fail to deliver on the franchise's promise. Even Neverwinter Nights falls short in some respects. So, brand names aside, how does it measure up as a game, based on its own merits?
Well, unfortunately, not so well. There's no terrain or map to move about in, so tactically it's no fallout. Looting is minimal and there's no levelling mechanic, so it's no Everquest. It's not realtime, so it's no Diablo. The combat is a weird hybryd of turn-based rolling with realtime item use tacked on... I guess it plays a little like Dragon Warrior, but with both you and the monster hobbled to the point of being almost entirely impotent. On a good day (meaning you min-maxed well,) you miss 75% of the time, and the monster misses 90% of the time. That means lots and lots of time wasted doing nothing but watching the d20 roll back and forth. Kinda tedious.
Even worse, though, the game's not approachable. Even with prior knowlege of D&D, iguring out the interface and gameplay balance means making some mistakes. Unfortunately, all too often, a mistake means death in an unwinnable battle you can't run from, and death means re-rolling your character... which makes learning the game a moving target.
There were some bright spots. There was some dialogue and storytelling, and I thought the riddles were a nice touch. Attempts were made to leverage Charisma and Intelligence against NPCs and traps. I fivened it because I really do want the DM to keep moving forward with this. It just needs further refinement to make the game easier to play for the first time, and less drawn-out and boring.
For starters, I'd like to see the hit/miss system replaced with one that simply deals and reduces dammage. Give the player a reliable, straightforward way to purchase better equipment. Maybe even add a true levelling system so he can have more than 13 total hit points. I realize that part of the goal was to implement the AD&D combat system in a Flash game, but I don't feel the combat system is what makes AD&D fun. So instead, you should design the simplest combat system possible that's fast, intuitive, fun, and diverse. I don't know what that holy grail of video game turn-based combat would be, of course, but I can say that lots of other RPG-style video games have com closer than this game did.
I advise the author to learn from the other computer games out there, then design your own combat system that uses the best features from each. Good luck, and I wish you the best for your next game.