Part-way through the development of The Queen's Call (which is currently at a "just-playable" stage), we can already start to see the core elements peek through, in regard to what makes it a game, much less one worth playing or not.
The formal analysis of this game would conclude that it is a single-player real-time modern-day-themed loose sh'mup in which the player must dodge obstacles (most of them) within a given time period to win the game. The game's system is simple and singular— dodge the bad obstacles, collect a good obstacle maybe once every so often.
Initial Session reports may involve confusion about the gameplay— while the arrow keys are rather straightforward, the use of the "z" key is less frequently mentioned outside of the how-to, and is somewhat difficult to see in-game itself. The Red balls do not very accurately represent the kind of fuel (caffeine) the main character requires to continue, and seeing as red is often a color associated with avoidance as opposed to attraction, I could see several players being confused about their purpose in the game. While the mechanisms are present and, if understood, at least present a reasonable challenge to the player, their aesthetics and appearance leave much to be desired.
That said, a short revision of the aesthetics and the player experience should form a more compelling game in the near future— fortunately, now that the mechanisms and dynamics are established, the aesthetics may be revamped to improve the player experience.
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