
Queen of Seas 2 is a platform game based on elements of afro-brazilian culture. Player needs to bring hope back to the village, rescuing the villager’s lost memories in the ocean floor to make faith in Yemanjá return to the hearts of the residents.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
https://blog.naver.com/jampuri/223738008522 <- 장문의 리뷰는 이쪽. 브라질산 수중 점프 아케이드 게임. 2017년에 나온 퀸 오브 씨즈의 후속작. 앞만 보고 나아가는 러닝 게임에서, 스테이지 전체를 돌아다니며 책을 회수하는 점프 아케이드 게임으로 변했다. 코인 모아서 장비 업그레이드하는 건 여전한데. 전작은 기본 능력치가 최저점 찍고 시작해서 게임 플레이가 답답한 것에 비해, 본작에선 기본 단계에서 시작해서 게임 플레이 환경이 나아졌다. 섬마을을 돌아다니며 NPC랑 대화를 해서 메인 퀘스트, 서브 퀘스트를 진행하고. 아케이드 모드에서는 방해 몹의 종류도 늘어났으며, 가시 함정이나 구덩이 함정 등의 함정 요소도 생겨서 전작보다 게임 볼륨이 커졌다. 문제는 메인 퀘스트가 내용을 불문하고 죄다 바다 속에서 책을 회수하는 아케이드 게임으로 통일되어 있어서. 책 찾기라는 똑같은 플레이를 반복 요구해 게임 진행이 단순하고 지루한 상황에, 퀘스트 보상도 일체 주어지지 않아서 게임 플레이 동기를 찾을 수 없다는 거다. 애초에 스토리가 주인공 중심으로 흘러가는 게 아니고. 주인공이 마을 사람들의 퀘스트를 받고. 그것을 수행하는 게 주된 내용인데 퀘스트 완료 보상이 없는 게 말이 되겠나, 이게.
The negative section looks a lot bigger but it's not too bad, I promise. This game is a cute and short little experience that's definitely worth its price tag. [h3]Positives[/h3] Visually, it's generally good looking. Despite its gameplay being (effectively) entirely underwater platforming, it somehow avoids feeling like complete poopoo. It is still inherently hindered by the sluggish water movement and it feels a bit weird at first, but you do get used to it fast and it ends up being enjoyable to control. [h3]Negatives[/h3] The most important issue that the game has, in my opinion, is that the Crab King suit is completely pointless. I initially played through the entire game with the Manta Ray suit with no intention to replay it with the other one, but I decided to give it a shot when I noticed you got an achievement for maxing your suit upgrades. When I tried that, I immediately noticed the hampered mobility, which is of course the inherent idea of that suit: a tradeoff of mobility for durability. These are both mechanics that affect your survivablility, in a direct way in the case of your HP, and indirectly in the case of your mobility. The big problem with choosing the Crab King suit is that that [b]HP only comes into play when you've already screwed up[/b], whereas mobility will affect everything you do. [b]Being faster[/b] makes, of course, your traversal better, and importantly it also [b]improves your ability to avoid being hit[/b]. So what this means is that when I was doing my playthrough with the "more HP" suit, I completely ignored the tankiness upgrades to be able to, first, get the double jump, and then the other mobility upgrades in order to improve my survibability. It certainly doesn't help that the health upgrades (mainly the last one) end up being very expensive, which means that if you're trying to get that upgrade in order to not die, you'll get some good practice in because you're grinding the levels for coins, which means you'll get better at the game, so you'll better utilize the mobility of the Manta Ray suit, so you might as well just have picked that one from the start and practiced with that one. Basically, Crab King sucks because just git gud Less importantly, there's a couple of areas in some of the levels that you just have to wait on. The most egregious example of this being the start of Caught by a shark. You MUST sit your ass down and wait for the jellyfish cycle before you're allowed to play. To end, just as a small nitpick, crab bubbles would probably benefit from being more obviously threatening, but you'll probably only get hit by that once before you notice that they damage you.
어렸을 때 했던 보석마리오, '위험한 데이브' 생각이 나서 플래이 했는데 전혀 다른 게임이네요 중간 중간 약간 옛날 방탈출 게임같은 요소가 있는데 퀄리티가 많이 낮고, 조작감도 좀 마이너스 요소같아요. 고전게임 좋아하지만 이렇게 오락실게임 만들면 오락실 망할 것 같아요.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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