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Didn't beat the game yet, too, by the way. My best char was a Mino Berserker who was killed on the way back to the surface with the Orb in his backpack.
About ADOM I just cannot be objective. I love this game more than any other game I played in my life and didn't get a single bit tired of it during more than a decade of playing.
Haven't played Dungeonmans myself. Was on the fence for a long time, but I think it wouldn't hold as much replayability as the other roguelikes I enjoy (plus I don't like the way you level up like in Rogue Legacy).
The good: plenty of races, classes and customization, some very original races and classes, and especially some original gods (the religion system is quite superior to ADOM). I remember having lots of fun with characters devoted to the whims of Xom, the god of chaos or randomness or something, and also lots of fun recruiting every orc under the sun with an orc priest. Also the melee was richer than ADOM, with some cool abilities (berserking, etc.)
The not so good: last time I played, character advancement seemed a bit like a math optimization problem - you had to know lots of numeric mechanics and restrictions in order to advance your character well, and if you didn't know, you could take suboptimal decisions that would punish you quite a bit. Note that this may have changed (I played for the last time maybe, I don't know, 3-4 years ago?). Also, I don't like the overreliance of autotravel and automatic pathfinding. I don't like that kind of features and the levels feel dull if you don't use them (as they were designed around them).
Also, an advantage of ADOM for me is the presence of an overworld apart from the dungeons.
It's really hard to compare the two. But here's an attempt:
DCSS is very easily my second-favorite game of all time. It's extraordinarily well balanced, extremely deep in every respect (combat types are relatively well balanced, the religion system is amazing, etc.), and equally hard at every stage of the game. Naturally the early game is harder because you don't have consumables to give you the same escape options as later in the game, but you're still in very real danger the whole way through; this guy had 6 runes and bought it hard[crawl.akrasiac.org]. By 0.16, so many things are fixed from earlier versions that it really just slays as a game now and is a real joy to play.
ADOM, OTOH, is far more forgiving of mistakes. There are potions that heal your entire health! You can escape anywhere very easily! You have immunity to elemental attacks! Invisibility is super powerful! Etc. But ADOM is no slouch in the difficulty department, even after you've mastered it. And ultimately, it remains my favorite game of all time because of its insane depth and its RPG elements: how could any game match the mysterious lure of ADOM's locations? DCSS's branches are all appropriately thematic, but they lack the visceral gut punch that the Tower of Eternal Flames, I:66, the Emperor Moloch cave, etc. can deliver.
Ultimately one of DCSS greatest strengths (it's balance) sinks the game a little for me: I often feel like I'm being railroaded into finishing the game in one of a couple ways due to the way experience and monster leveling works. In ADOM you have a lot more freedom even when you aren't experienced to do whatever you want. Someone has even completed the challenge game of going straight to the TOEF at level 1 and defeating the boss. Though it's since been scrubbed from the forums, another person did nearly the entire game as a blind Monk [only being stopped by the fact that you can't progress further while blind].
A postscript: in DCSS, your race is the biggest determining factor (and it's a really big one) for your character since it determines both your skill modifiers and how your stats are assigned. I'd say it's around a 75/25 split for importance of race v class. In ADOM, you get skills from both race and class and your class modifies base stats from your race. Class is more important because it determines your abilities and how good you are at combat/spellcasting/etc, but race still plays a major role. I'd say it's about a 40/60 split for importance of race v class in ADOM.
And this, folks, is what an impressive roguelike CV looks like. :)
Have you tried Caves of Qud, sirtheta?
Tome: Great chat system where you can talk to other players while playing tome. I love this feature. you can get part of the game free from their website. It also has an achivement unlock class/race system which i love. Similar to binding of isaac. steady updates
Dungeonmans: Does everything well for a roguelike but not original in anything. Updates seem slow
Crawl (dcss) : no shops, currency, or sound. However, its free. It has a lot of great tactics. I played this a lot around the same time as adom. Steady updates.
to answer the OP question, i think you will like these games in the follower order base on your crawl experience.
1. tome
2. adom
3. dungeonmans
Very interesting analysis. Thanks for taking the time to type that up.
Shops in ADOM and DCSS are so wildly different in terms of their utility and how they work that it's (again) hard to compare them, but I think DCSS's implementation of shops and gold is very cool and better than ADOM's. I can see why it doesn't appeal to fans of a more traditional approach, but not having any sort of sell capacity in DCSS is a huge plus; you never have to worry about lugging around items to sell and having gold handled separately from inventory is pretty nice. Shops in DCSS might offer treasures beyond your wildest imagination, or even just a pretty damn useful item (like the +9 armour of the Dragon King (worn) {rPois rF+ rC+ MR+} on that 15-runer). Or they might just be really useful for identifying some items, since identify scrolls are pretty limited. And given the rarity of gold, even from the orcish mines, and the expense of really good items, there are some interesting trade-offs to be made. The only comparable shop in ADOM is the Casino and, rarely, the Black Market.
OTOH, once you're a bit experienced in ADOM, you find that gold is a bit worthless except for crowning. The Casino contains many useful utility items, and potentially some artifacts, but what's the point of gold when you can just rob it [which I do, every time].
A lot of this is also tied to the item and resistance systems that ADOM and DCSS employ; DCSS's random artifacts offer an additional dimension to the item system that's really cool.
aw shucks, I'm really not even that good at DCSS and I'm several tiers below the really great ADOM players; but thanks :) DCSS and ADOM are actually the only roguelikes I've ever played extensively (I've dabbled in others, but never come close to learning them). I've heard a lot of good things about COQ though; I'll probably check it out soon.
I'll also note that anyone who last played DCSS in ~0.14 or before is really missing out: so many game mechanics have been made better as of 0.16 that it feels like an entirely different (and extremely streamlined) game now.