When it comes to RPGs, there’s a tried and tested formula: A young being goes out into the world, completes quests, rescues someone or other from a terrible threat, and is henceforth world-renowned as the hero of the tale. It works, it’s beloved, and it’s incredibly predictable.
Questing, a satirical RPG from indie studio Jaggy Snake Games, is challenging this status quo with an unworthy and unwilling silent protagonist, a sarcastic narrator, and a lot of style.
Sarcasm and satire to break the mold

Like I said, the mold for RPGs has long been cast and set in stone, and while I’d usually say that if something isn’t broken, then there’s no need to fix it, I have to admit that I struggle to find modern RPGs that manage to hold my attention. Sometimes, throwing the established formula out of the window is a good idea, and that’s never more clear than in Questing.
Rather than an over-arrogant protagonist, we have one who simply wants to go home and stay away from trouble. Instead of having to listen to their bragging, we get a sarcastic narrator who comes across as not wanting to be there at all, like a long-suffering parent tagging along on another make-believe trip to the woods, knowing that it’s going to end in tears.
Questing is not voice acted, so you’ll need to read all of the Narrator’s lines, but the sarcasm of their tone comes across easily.
Combat could be problematic

While Questing is remarkably pretty to look at and the story that seems to be developing in the demo is incredibly funny, one thing that may put some people off is the combat system. Let me be clear: Conceptually, the combat in Questing isn’t all that difficult, amounting to a rhythm game that gradually picks up speed until the tennis match between you and the enemy is over.
However, understanding and mastering that combat system are two distinctly different beasts, especially when you’re thrown into combat with multiple characters under your control using different buttons and multiple different rhythms to contend with at the same time. For some, that may be an easy feat, but for others, that is an impossible task to navigate.
It’s a shame that the combat system could become a roadblock and reason to rage quit for some players, but there are ways around it. Sure, you can flee from battles that you encounter in the wild, but that doesn’t account for the boss or story battles that have to happen whether you want them to or not.
But hear me out, I’ve got an idea:
It’s possible, in my eyes, to add an auto-battle system while maintaining the satirical plot and sarcastic nature of our lovable narrator. It could be triggered by meeting a certain requirement, such as failing the same battle 10 times, with the narrator chastising you for your lack of skill and throwing you a bone to just get the battle over and done with, finally.
Again, like a long-suffering parent saying, “Good job, buddy, but why don’t I take it from here?”
The future is bright for Questing

Provided you can master the combat system of Questing, the future looks bright for the game. The satirical nature is undoubtedly funny, the Narrator is relatable in a very real way, and the art style is indisputably pretty. I want to know where the story is going to take us next, and I want to see the rest of the world that Questing has to offer.
Questing is described as a ‘love letter to 16-bit RPGs’, and that much is glaringly obvious in every pixel, every line of dialogue, and every encounter. The puzzles that you’ll encounter along the way feel less challenging and more required as part of the genre, something to give the protagonist a purpose rather than allowing him an easy trip from point A to point B.
If you want to take on the role of reluctant hero and explore the world of Questing, you can go and download the demo right now through Steam. The full game is set to be released at some point in 2026, so there’s a lot of exciting development to come.



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