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Game Information
Engine
HTML
Rating
XXX
Language
English
Release Date
09/05/2024
Last Update
09/13/2024
Version
1.3.1
Development
Complete
Likes
61
Contest
None
Orig PC Gender
Female
Adult Themes
Multimedia
Discussion/Help

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Queen of the Dead 2

Fear the Queen of the Dead.

A mysterious drug trial has left you permanently changed. Corrupted by this mysterious, sexual infection, you have only one thought on your mind: infect. 

Deploy cards on to the board, convert humans to your side, and turn them all. Joining the horde is inevitable; follow the story of 8 unique characters in 6 locations with 95 cards to collect and 73 human version backface images.

Imagery was AI-generated using PonyXL v6 through Civitai.

1.3.1


- Fixed Countess/Princess duplication. Remove all of these cards from your deck to return your inventory to the appropriate quantity of these leaders.

1.3

- General balance changes all round

- The Countess and Princess will now be given to players who don't have it

- Last enemy won't be able to counterattack if they are converted


1.2
 - Fixed issue with clicking on enemy cards without a card selected
 - Fashionista gains the ability to infect for 2 turns
 - Leaper ability fixed
 - Should have fixed the issue with Lab once and for all. New saves will work properly now.
 - Enemy HP will not go negative, and you will automatically win once all enemies are defeated.
 - Widen cards in deckbuilding

1.1.2
Just a small hotfix to address issues that have been spotted since yesterday.

- Stun duration extended by 1 turn to more accurately match what the text suggests

- Fixed a bug where new cards couldn't be properly added past stage 1

1.1

 - Fix Lab issue

 - Random damage cards should no longer ever heal

 - Added progressively upgrading leader cards (Patient Zero -> Countess -> Princess -> Queen) as the game progresses

 - Nerd is now 1/1 for 1 cost



Review by blandpallets

Version reviewed: 1.2 on 09/08/2024


So the game is very good the story is well done and the pictures are 10/10

 

 

Some issue like the previous reviewer ARMOR is too broken I love the deckbuilding apect where it felt like a puzzle figuring which unit to use (hint sometimes you need to use non mutated characters to deal with some of the hordes) 

 

Changes i like to see 

 

Piercing damage 

More low cost 

The main card giving your zombies buff everytime she evoloves (shes kind of useless midway and late game  TBH especially against armoured opponents) also also give her armour like she gets 1 shot by so many enemies 

 

 

other than that i love to see more liike this 


Review by EvaD

Version reviewed: 1.0.0 on 09/05/2024


This is a fun deck builder that had me more engrossed than I expected. There's going to be a bit of negativity in this review, but understand it's only because I enjoyed it that I care enough to nitpick ;)

First it could do with having the mechanics be a little bit clearer; like a guide to what each of the keywords mean on the cards themselves (like a tooltip), and a some basic strategy hints when playing, not hidden in the 'help' menu.

It could also do with a cleaner interface, especially when building decks (a filter would be nice)

A quick rundown for those who might be finding it hard to unpick yourself:

You gain +2 points (ie mana) every round, you die when you are no longer able to play any of your cards, and your playing field is empty. You win when all the opponents have been turned (defeated).

Enemies will only attack your left-most minion (unless you have a minion that says otherwise)

 

Playing the game was fairly easy in the first couple of areas. Very little strategy was required other than 'play what you can, hit everything'.

Once the Armour mechanic was brought in it got much more difficult. This led to quite a steep learning curve.

Mostly I felt this was down to how it wasn't obvious what this little number next to the health was,in brackets (it was the armour value).This could be resolved just having a tooltip over the number explaining it could help, maybe adding in a shield icon next to it to indicate resistance. Or popping up a tutorial window the first time the player encounters it.

Otherwise, the mechanics are well spelled out on the card (like the random damage, refund, heal x health), and still not overly wordy.

Building a deck was interesting, there's a lot of room for building unique decks but, building a viable deck was a little frustrating.

You gain +2 points per round with no way of increasing that directly. The only strategy to play higher-cost minions is to have your 1-cost minions survive for 2 or more turns, so you can build up your points. Some cards refund their cost, meaning the longer they stay on the field you get a higher net-gain. So decks must include a bunch of 1-cost cards just to survive. 2 cost cards just tick you over (and are effectively just card cyling if they're useless in combat)

The issue here is that this is the only viable strategy, that I can see, to gain points consistently.

There are cards that generate points while they're on the field, but the only one I found is 7-cost.

You also gain points by turning enemies, and there are cards that double the points of an enemy they attack for 1 turn, but in later scenarios (and any boss that appears solo) you need to bring out your heavy hitters by throwing hordes of tokens at them. Which, honestly, is very fitting from a lore standpoint, but makes for a fairly shallow deckbuilding experience as it leaves very little space to fit anything fun in.

I ended up having to go back to the shopping mall (Stage 2) and farm bookworms (1/1 for 1) at one point. Then the Red-light district (Stage 5) threw me a whole bunch of 1-cost minions and I was drowning in them.

A lot of the low-cost cards are reskins of ones from other stages, for example 1/0 for 1, refund is Slacker, Spectator, Slave, and Toilet (these are really good at getting your points up, but they don't deal damage). A 1/1 for 1 is Bookworm and Victim. A 1/3/3 is either a Ballerina or a Cheerleader. This isn't necesarrily a bad thing, but it would be nice to see those get updated should the game get more keywords added in later.

I think potentially swapping the 2/1 for 2 Nerd down to the 1/1 for 1 stat-line might make getting to the mid-game with enough 1-cost cards easier, as the 2/1/2 stat line doesn't seem to fulfil any meaningful role once you get past stage 3.

Saying that, I also think that the idea of Patient Zero always being in your deck is fun, but, again, the 1-damage stat line for 3 points is a bit steep and I found it to be a dead card in the deck I was playing. Perhaps expanding the card by allowing you to customise it in some way could make it being mandatory feel a little less punishing.

There are also some bugs in the game, notably the random damage (0-2x) mechanic seemd to be able to heal an enemy if they fail, beyond their maximum (even though it shows it rounded back down it still takes more time to kill it), which, considering the cost of those cards I don't think this was an intended mechanic. There were also a few times where the game just makes a minion invincible, meaning you have to quit out and start the round again.

I'm quite excited by the game, though, it's very engaging once you get past some of the issues, and I hope more stuff gets added. There's a lot of potential here.

Personally, I think a good way to go from here would be more card interaction. Minions that buff other minions, or get buffed by the number of friendlies on the field.


Total Games: 2,225
Total Contests: 32
Total Reviews: 21,275
Total Engines: 33
Total Adult Themes: 10
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