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I agree about RPGs. Not all want survival in the game. Not all games need it, like Final Fantasy series and similar. I am more inclined to expect survival in PC games though. To me it begs the question, "why is this on a pc at all?", if a game on pc is capable of so much more depth. Surely with no limits as a console has, it should be held to a higher standard!

When I want to not think to deep, I pick a console controller. If I need to tickle my brain, I seek a pc game.

It reminds me of Sega does, what NintenDONT lol
Post edited October 30, 2023 by Shmacky-McNuts
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Shmacky-McNuts: I agree about RPGs. Not all want survival in the game. Not all games need it, like Final Fantasy series and similar. I am more inclined to expect survival in PC games though. To me it begs the question, "why is this on a pc at all?", if a game on pc is capable of so much more depth. Surely with no limits as a console has, it should be held to a higher standard!

When I want to not think to deep, I pick a console controller. If I need to tickle my brain, I seek a pc game.

It reminds me of Sega does, what NintenDONT lol
Sometimes, I feel the opposite.

If I'm going to pick up a console, or even a computer using a game controller, I am investing more effort into actually playing the game, so I may want a more complex game. On the other hand, if I'm using my small laptop to play a game, I may want something simple and relaxing.
I don't get how this turned into a discussion regarding realism and complexity PC verses console. Like maybe if I read all these long posts thoroughly I would get it but kinda busy right now.

You don't need a complex or realistic game to have a novel/different way of leveling/increasing players strength.
Hmmm i suppose the easier way to do control of power levels in such a game would also be to ignore levels entirely, and instead go on equipment. Then sell said equipment only when they pass certain thresholds, beating floorboss 1 gives you access to epic club lv1, etc. It would be a type of leveling upon achievements.

Though reminds me a bit of Aquanox, where i had the money and could BUY a better ship, if they would let me, instead I'm forced to play with subpar equipment until they arbitrarily decided i could get stronger.

Also reminds me a bit of 'Is it okay to pick up girls in a dungeon' where it follows the general anime storyline and as such you can't buy anything until it's unlocked even when you have tons of gold and it would make it so much easier to complete the missions... grrr....
Incidentally, I've been playing the first Queen's Wish game, which only awards XP for quests and exploration, with quests being the bigger emphasis.

While it seems to work, there was one instance where a dungeon was rather disappointing, as it:
* Had no boss fight
* Didn't award any XP
* (But at least it did become a source of a resource once cleared)
When people mention a game would they also please say if they personally liked the game and what they like and dislike about it?

I know there are reviews we can check out as well of course but it would be nice to see the personal thoughts of people here.

Like did you like Queen's Wish game Dtreene? Was it worth the cost? Did you buy it on sale? How much was it on sale? Where did you buy/get it from? What did you like and dislike about Queen's Wish?

Was this the first or second Queen's Wish? Do you know if the other version is the same?
Post edited November 20, 2023 by myconv
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myconv: Like did you like Queen's Wish game Dtreene? Was it worth the cost? Did you buy it on sale? How much was it on sale? Where did you buy/get it from? What did you like and dislike about Queen's Wish?

Was this the first or second Queen's Wish? Do you know if the other version is the same?
(First of all, please don't capitalize my username.)

As for Queen's wish 1, I'm liking the game so far. I remember it being less than $10 (maybe 8 or so?).

As for some thing I like and dislike:
+: The ability to use the arrow keys to move. (This is a very basic feature, yet it's one that's commonly missing in so mnay WRPGs where the only way to move is to click somewhere and hope the pathfinding does its job.)
+: I like the straight overhead view. I find it works much better than the slanted "isometric" view that's common in many WRPGs, including most other Spiderweb Software games.
+: The way resource usage works. (I like how you recover a bit of energy after a fight.)
+: Potions refill automatically on return to fort, so I can actually use them.
+: It feels like healing is at the right power level (except that Haven't Mercy may be too powerful, though that appears to be a bug). (The developer has mentioned that healing will be weaker, but fortunately it's still at a reasonable level, unlike in, say, Pool of Radiance, and you can get equipment that boosts healing.)
-: Some interface issues. At the start of combat, there should have been a moment where input would be ignored, for example.
-: If you take too long without doing any quests, you'll stop accumulating resources. I dislike this sort of heavy-handed "anti-grind" mechanic.
-: The speed system, where faster characters get more turns. It makes speed modifiers too powerful. Furthermore, the randomness of the system means that characters sometimes get starved for turns, and you can't even see which of your characters will be next to act.

I have technically beaten the game, in the sense that I have been able to get an ending, but I'm very sure that I'm not even close to the end (in fact, I've probably done less than half the content). (You can essentially beat the game as soon as you can repair the portal back home, but the game (and ending) definitely feels like you haven't finished it if you do that.)

(Note that I haven't played 2 yet. I believe the handling of resources was changed so that, in 2, you don't accumulate them over time the way you do in 1.)

Version played is the GOG version. Note that there's a demo (of this game and of the sequel) on Spiderweb Software's website.