Repetitive, but entertaining and satisfying.
Dungeons of Dredmor feels like a turn-based hack-and-slash game, with a focus on repetitively butchering your way through large hordes of monsters, while growing in power and optimizing your character build.
(
Rift Wizard revisited the same format years later, in a much more condensed form.)
The humor is best described as "quirky", sometimes it made me laugh, but when it didn't, it didn't detract from the game for me.
What I adore is the build system - you select seven classes with linear skill progression at character creation, and victory usually requires a balance between raw synergy and power, vs covering some utility functions that your main classes may have trouble with.
I have played this game for over 300 hours, since there is such a wide range of possibilities for your build, and I really enjoy refining on past attempts and trying something new.
Inventory management can be on the tedious side, and I have thrown away many runs due to the sheer tedium of killing the same handful of monsters over and over again. The game option for smaller floors is pretty much mandatory, and even then..
There is so much depth to this game, but it only really shows up on a macro level, and I admit the micro is mostly boring, though occasional tense moments and interesting decisions exist.