
It is a decadent future world built by manga artist Kazushi Hagiwara. A dungeon exploration RPG specializing in hack-and-slash. The game is full of challenging elements. There are 24 characters (8 classes), skills to enjoy combos, modifiable armaments, "NEW GAME+" to enjoy playing around, etc.
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About
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Languages: Japanese, English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Каееф
おすすめできるかと言うとかなりあやしい。とりあえず自分は楽しみはしたのでおすすめにする マップ画面はファミコン通り越してWindows以前のPCゲームだしストーリーもほぼあってないようなもの。フレーバーっぽい情景描写がほんのわずかあるぐらいか。 キャライラストだけは尖ってるけれど会話もエピソードもなにもない。 戦闘システムも若干わかりにくい感じはあり実は難易度もコツをつかむまでは高めとは感じるが、慣れると逆に単調気味。 やることはマップを探索し、敵を倒しながら必要資源を確保しつつ強敵を探して奥に進む。それだけ。 しかしだからといって買う価値がないクソゲーかと言われると…実はこれが微妙に悩む。 なぜかというと遊ぶ分には割と普通に遊べてしまうんだこれが… マップを移動して空白を埋め、敵を倒してキャラを強化、強い装備を運よく拾うことを祈りつつそのうちパーティー事の戦術が固まってきてたまに臨機応変に対応しつつ奥へ。 一部の雑魚含む敵はある程度対策が必要だが(おそらく)キャラ毎の固有能力もレベルアップで覚える分には傾向があるとはいえランダムっぽいのと、いい装備が拾えるかもかなりランダムなので、必然自分なりの攻略を組み立てる必要もでてくる。(場合によってはほぼ積む可能性があるとも聞いたけどその辺の信憑性は自分には不明) なのでダンジョンRPGの基本的な部分については抑えられてる…という気もする?気のせいかもしれない。 一回では全キャラを仲間に入れることは不可能らしく(その必要もないけど)ちょっとかわったシステムでの2週目なども用意されている。(まあこの部分に関しては自分はもういいやとなったけども) 正直できのいいダンジョンRPGがしたいなら別の物をお勧めする。でもシンプルかつちょっと変わったのを短期間で遊んでみたい。とかそんな感じのニッチ目な需要の作品 例えるなら個人経営の町中華にあるどちらかというならあたりっぽく感じるラーメン。そんな感じの位置。 [strike]ただまあ定価で買うものじゃないと思います[/strike]
Cleverly designed, perfectly addictive, and criminally overlooked. I wasn't expecting this unassuming game to be one of the best dungeon crawlers of the last few years, but that's what it is. At first I was a bit mystified by the terse interface and seemingly chaotic combat, but once I figured out what was going on (hint: read the manual), I was hooked. Exploration is gradual, but rewarding. New campsites and purification upgrades increase your range of exploration, scattered miniboss encounters raise your team's level cap when defeated, and new questers and equipment expand your strategic and tactical options with new skill combinations. It's hard not to keep playing for just one more turn. I do wish that party members were a bit smarter about targeting enemies; most attacks will target the enemy with the lowest HP, even if it's about to die anyway from dots or AOE, which leads to some wasted attacks. Still, that just means that planning your attacks efficiently is part of the game.
Quester is a prime piece of doujinsoft, inspired by early 1980s PC Engine dungeon crawlers in a way that is so earnest it almost brings a tear to my eye. Authored and illustrated by Kazushi Hagiwara (BASTARD!! - Heavy Metal, Dark Fantasy -), this is a game that will appear alien to you unless you either know the general tenets of the source material or are willling to let yourself discover a long-lost branch of a genre that, in the West, is best represented by your DIablos and your Wizardrys. From the way the screen is partitioned to the way combat works, Quester strikes a very interesting balance between vintage (but efficient) design sensibiities and modern quality of life. Combat will arguably be the trickiest bit to figure out, as it requires you to select your every party member's action along a *timeline* represented by an orange number in each action's selection window. That number determines when any specific action goes off, helping you piece together a "timeline" of attacks that will unfold automatically after you've selected every move and pressed "start battle". Once you figure out how to "program" effective combos in this system however, the rest of the game is actually quite generous: the resource management is light, fleeing battle is always possible (at the cost of your main resource) and a full loop clocks in at around 25 hours if you take your time to look for cracked walls, stock up on food and maybe level up an extra party member or two. Party members which are, by the way, either found inside of green crystal bugs or whenever you discover a new bonfire/fast travel point. The game's only real penalty comes in if you actually get careless enough to let a full party wipe happen: in which case half of all food you've collected during your current 10-day stint will be lost, along with a significant amount of "Materials" - the resource that lets you upgrade your weapons and level up. Oh yeah, there is also a story - but, much like a lot of the game's mechanics, is minimalist and sort of streamlined. You'll find logs explaining bits and pieces of it every now and then, all of which are very neat and shed morsels of light on a setting that is overall quite interesting. That said, the game's "linear" story isn't really the focus of the experience, and that is perfectly fine. Also, if you're wondering whether to get this one or Quester OSAKA: the differences between them are, essentially, the same as those between DOOM 1 and DOOM 2. Take that as you will.
Quester is more than it claims to be. I bought this game in the hopes to mod it (you can't) but literally within 30 minutes I was deeply engrossed in the game. It's a really chill game, and my first pick whenever I don't have Internet. I highly recommend the game especially when it goes on sale. (I got it for $2 which is an absolute steal.)
An old school style dungeon crawler, with some light overworld and battle resource management. Challenging, but not unfairly difficult. Brisk as well, clocking in between 10 - 15 hours for a single playthrough with NG+ after that. There are so many combinations of party members and skills that you could go out of your way to break the game's balance if you tried. Bosses are all about finding the right combination. REMEMBER: This is styled on old PC DRPGs. That means status buffs on your party, with debuffs and negative status effects on enemies is imperative. Do not expect to brute force your way with simple attacks. Learn to use fire and poison properly, manage your battle resources, and always have a tank and a healer in your party at all times. Good luck, Quester!
Quester is a great minimalist RPG. You explore a map, You take down monsters, You go back to base to upgrade and level up. That's it. It's comfy, it's simple go play it. During the combat you choose 1 to 3 actions for each character and watch it unfold. Your next turns actions are saved so you can go through the combat really quickly or adapt with new actions if you want. Some actions do extra effects, some actions works better than other, some action consume resources. You unlock a lot of character and equipment. Action you choose, resources and resistances are determined by your equipment. This gives a lot of possibilities, however, I found that once you find something that works, you stick to it until the end. Exploration is in days and you consume fuel to get around, gather resources, to heal and during combat. However once you run out of it nothing bad happened, so you don't have to worry too much about it. You can try to not waste days and finish the game fast, it's fun too.
一周クリアしました。とにかくゲームバランスやテンポ感、ハクスラ要素に関してはすごい丁寧に作られてると思う。DoT強すぎるのも個人的に嫌いじゃない。 ただしなんていうか華が無い。キャラ毎の個性とか。大きいエリア移動した時にヌルっと動く感じとか、せめてエリアの色分けか名前とか無かったんかな…… シリーズのファンがいるのも納得ですが、 人にオススメするのは中々厳しい。OSAKAやるかは検討中
ハクスラRPG、目的地にたどり着く為に少しづつマップを広げつつ、 アイテムや食料を探し求め、時に敵とも戦闘し… いろんな素敵なキャラクター達に出会いつつ その中で最高のパーティを組み、ボス討伐へ! 動くたびに残量の減る酸素。あと一歩の処で拠点へ戻されたり 簡単操作ながらもとてもやりがいのあるゲームでございます✨ 個性豊かなキャラクターの技や特徴の組み合わせで自分の一番のパーティを作ってください!
Great dungeon crawler with a turn based combat system streamlined so well that later battles took ~20 seconds. The game also has bite, and if you go into a higher level battle then you might get your butt kicked. But the game never punishes you trying things, escaping battle is 100%, and you can see enemy intents so you can get a feel for when you are in over your head. Generally, I enjoyed my time with the game, but I treated it as a podcast game because I tended to regroup at base make a bunch of gear decisions then go into the dungeon and vibe.
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Modeled estimate over time.
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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