Daly is South African; he first came to the attention of a North American audience with The Red Monkey Double Happiness Book
In fact, I reviewed the second book
The obvious comparison for "Dungeon Quest" is to paper-and-pencil RPGs; Daly gives his characters statistics (for intelligence, strength, dexterity, various weapon skills, armor, and so forth), and those statistics go up after combat (though health can go down with an injury, of course). Daly also is willing to be more than a little goofy and self-conscious; his characters know that they can grab "upgrades" from the bodies of their dead enemies, and comment on how their stats are increasing.
The names of those items are odd as well -- "woolen beanie of insulation," "steel-toed bovver boots of the armadillo," "light bow of the woodpecker," and so forth -- to continue the sense of "Dungeon Quest" as the record of a friendly RPG campaign, down in some smoke-filled basement, with a bunch of friends enjoying themselves and goofing off.
I still wish that the one female member of this adventuring quartet -- Nerdgirl, the ranged-weapons expert of the bunch -- had any definable personality, or ever spoke, since the group is otherwise very boyish, with similar personalities. But there's still adventures to come, and I can hope that she'll turn out to be as quirky and fun as her male adventuring companions.
Dungeon Quest is a goofy, silly series, and it's not for readers who need their comics-format violence to be deadly serious and full of clenched teeth. But for those of us who have grown out of that limited conception of comics yet still want energetic adventure stories that know how silly they are, it's just the thing.
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