Super Quest is a light RPG experience that doesn’t really fall into any single category perfectly but best fits the Clicker (or Tapper) model. Designed around giving players a constant goal that’s visible just ahead of them and short, sharp bursts of play.
Designed/produced by Shimada Toshihiro, programmed by Shuichi Tsutsumi and translated (sometimes poorly) into English, Super Quest is advertised as being ‘completely free’ and aside from some in-game ad placements features no IAP what so ever and instead occasionally prompts you to tweet about it optionally instead. This will either please or annoy those who wish for a single ‘remove ads’ purchase, but ultimately the game can’t be faulted for this model.
Graphically this game aims for a NES or Master System level of graphical polish, using 2D sprites and chipset backgrounds designed deliberately to homage the early ‘Dragon Quest’ titles. This is echoed in the games title screen and plot. Locations and environments are built with the look and feel of a top-down JRPG but the game doesn’t feature movement and instead takes advantage of the portrait deign of modern phone screens to give the journey a vertical sense of progression by constantly travelling north. NPCs, monsters and some plot related sequences are charming in a retro style but don’t stretch a modern device in any way.
Sound is similarly aimed at nostalgia but with less success. The game features a broad variety of midi-tunes aimed at recreating the feel of an aged console’s soundtrack but all of them come across as grating after almost no time at all, worse the sound effects are overly loud and equally annoying. Some also lie worryingly close to being ripped from existing games or facsimiles of them too close to tell apart. You’ll be wanting to play this game muted.
In terms of plot, Super Quest does go out of its way to build a narrative to keep you playing. You are the son of Totos, a simple farmer now but once a mighty warrior in his youth who along with three other heroes defeated a great evil. Shortly after you birthday, when Totos teaches you the basics of the blade, a chance encounter with that same evil claims your father’s life and starts you on a journey of revenge that will ultimately see you embrace your true destiny and save the world. It’s a cliché, but then it’s a homage to the grandfather of JRPGs and as such is intentionally ridden with staples of the genre.
Gameplay is where the game diverts from the JRPG norm dramatically. The world is laid out in a series of screens, stacked vertically and the player can move up and down between them in a line by sliding a finger between them in a manner similar to opening or closing a web page. This is impeded by bosses who are visually represented on the world map and lock progress until they are defeated. Usually forwarding the story at the same time. Towns, dwellings and dungeons litter the map as well and can be visited to purchase new gear, special items or for the purposes of grinding to defeat the bosses. Combat and dungeon runs are essentially the same thing. Each dungeon is endless and randomly loads a party of three monsters (or if you’re lucky a treasure chest) each time you clear the previous obstacle. Defeating monsters bags cash for items and experience to power you up, whilst levelling also handily heals you as well. Monsters are fought by tapping them or, more frequently for groups, sliding a finger across them in a line to deal damage. There’s not much more to it than that. Medals won in dungeons through occasional chests level up your tent, which can be accessed outside of combat and this speeds real-time recovery rates when sleeping in it, because otherwise you’re booted from a dungeon when your HP hits zero and waiting to regenerate life to play again. There’s no other punishment for failure in this manner and you can watch a free video every few moments to restore a chunk of health between battles should you wish, but it’s not necessary. Buying special items in some dwellings allows you to unlock additional monsters for pre-existing dungeons that makes grinding easier and helps with the sense of completion as each is marked with a handy selection of icons to show which you’ve beaten, and these usually refresh grinding nicely by adding more gold or exp drops. A latter game diversion to pay and restore a town also keeps the interest of the player going when the formula begins to wear thin, but this isn’t an overly long game and can be completed in a day if the player pushes hard. Gameplay is fast and is for the most part fun, with pre-set tweets enabled with graphics to mark waypoints if you want to share your progress with friends.
Overall this is a fun little title that whilst being extremely simple is also a great deal of fun to play. More than it should be for the simplicity of the concept. Aside from the advert bar along the base of the game and some poor sound choices it’s pretty much a solid, free production and we recommend you download it and try the game for yourself.