>There's no healing. You gain health by killing monsters and exiting the dungeon
>Actions as simple as moving or turning around requires using up 1/10 of one unit of food. Run out of food and it's game over.
Both characteristics inherited from tabletop RPGs and that simulate resource management. In tabletops however you typically have more options thanks to creative use of items, spells and class features. Since you dont have a DM in videogames, and thanks to the deterioration of daily life taking away time for amenities, games have gone the other way since so that almost no resource management is needed and there's no penalty for failure.
>there's a very limited selection of weapons and items bound to keys
Legitimate complaint
>the vector graphics make it especially hard, and often impossible, to tell the difference between a blank wall and a passageway.
Do you see horizontal lines on the top and bottom? That's a wall. Don't see them? That's a dark room. You should have figured that out within a second of finding either.
>Navigating dungeons is a hopeless endeavor because everything looks the same with the vector graphics, there is no compass to tell you where north is, and it's so easy to get disoriented and disorientated that it's pointless to draw your own map.
Keeping track of your orientation yourself isn't hard. It wont change unless you press left or right. When you do, it changes accordingly. And someone already drew those maps (for a walkthrough) so it can't be pointless.