it's so weird to see sword of fargoal as an iOS game. it was the first dungeon crawl i ever played on my c=64 when i was six or so. i distinctly remember being confused by there being two levels (experience and dungeon), and trying to influence the fights by mashing the fire button (they were purely statistical). the difficulty scaled not only by increasing monster level, but also by reducing the delay between monster moves; the end levels you basically had to tank your way through.
it was a very basic game (in both senses), but it had a sense of richness to it. the dungeon wall tile and sound effects had character; the monster icons were simple but evocative; the mechanics were mysterious enough (albeit mostly because it was usually pirated); and finally the musical hook was very compelling for the time. i remember booting it up a few times just to hear the music. i wonder if the portable version evokes the same atmosphere.
i remember they rebooted it as a pc game about 10 years ago with a better interface and reduced difficulty. they put a cap on how low the monster move delay can go.