As a Diablo clone, or ARPG or whatever we're calling them these days, Din's Curse can best be described as functional. You can run around hitting monsters with pointy sticks and taking their stuff, but the most important part of a game like this - responsiveness of the controls - just isn't there; it always feels like there's a slight, and annyingly variable, delay before actions happen. The graphics are fairly poor, but more importantly the art style is boringly generic and there's a serious lack of variety - not only are all spells an identical glowing blob in different colours, but so are arrows and all other projectiles. Meanwhile, most monsters are just palette swaps of the same limited few every time.
The two supposed innovations are the randomly generated quests and the town being vulnerable to attack instead of a safe haven. The former gives a perfect demonstration of why very few games rely only on random quests, because it simply means that there's no narrative or any reason to care about what you're doing at all; just fight down through the levels and at some point you'll stumble across something you're supposed to kill, or frequently just click on. Even Torchlight had some sense of progression even with it's focus on just flashily hitting things, and this game feels very much like a low-budget Torchlight ripoff in this regard.
As for town, there's again a good reason few games do this; it's not interesting or a challenge, it's just annoying to constantly get dragged out of the main game because a villager needs you to give them a pitiful amount of gold or is being attacked by a lone goblin. Or, due to the randomness, is being attacked by an extremely high level monster who kills you and the whole town with no chance to fight back at all. And then you randomly generate another 10 levels and do it all over again.
In summary, there's nothing new, nothing interesting, and everything has been done better in many other games. It works, but that's about it.