pkk234: I think most blobbers/wizardry-likes/drpgs (I prefer drpg) are pretty formulaic.
Dive into dungeon, go as far as you can, get out, gear up, repeat. Other than the ones you mentioned, most don't have physical world exploration. Also combat is random encounter turn-based.
You probably knew all that.
Not every game of this sort plays like that.
Bard's Tale 3 is an interesting counter-example here:
* You can save anywhere, so you don't need to leave the dungeon when you're finished playing.
* There is no store, so there's no point in leaving the dungeon to sell excess loot, because you *can't* sell excess loot; there's nowhere to sell it.
* You can use magic to heal, and SP can be regained with the Harmonic Gems that are dropped by enemies frequently (sometimes *too* frequently; I've had more than one drop from the *same* battle, and they dropped so frequently that I could spam the most expensive spell and still get gems faster than I can use them without wasting them).
* This leaves only the pub (only needed before you get a Bardsword), temple (only needed if you are hit with conditions your magic isn't capable of restoring you from), and Review Board (only needed for leveling up, and later on levels are infrequent enough and aren't game-changing because you already know all the spells).
Also, in Saviors of Sapphire Wings, I have spent a lot of time in the dungeon without leaving it near the end of the game in order to do some endgame leveling. Thing is, you need to use a consumable item to enable the automap in this area (needed to use the auto-move), I'm regaining MP with Mana Heal 1 faster than it's being used up, and the game allows mid-dungeon saving. (Contrast this to Stranger of Sword City Revisited, where the lack of mid-dungeon saving tends to favor shorter dungeon trips to minimize losses, with longer trips only done when the game forces it.)