People tend to tell themselves, and other people, a story about what they do in a game. They'll say "I shot a bunch of aliens" in stead of "I moved the crossharirs around the screen and clicked the left mouse button" or, in this case, "I ate poison" or "I fought a duel" instead of describing the game itself. I bring this up because the story you're meant to tell yourself about this game, guiding a moe princess named Elodie through a brutal fantasy world, is pretty cool, but what you're actually doing is trial and error based resource management.
So I'm going to say what you actually do in Long Live The Queen, divorced of what those actions are supposed to mean. The game is broken into weeks. Each week you have Elodi study two skills from a wide-ranging list, with the progress affected by her mood. After that, you choose what she does on the weekend from a list, which will alter her mood and can occasionally unlock plot decisions. TSometimes you will also be given a test, where the game will check if some skill is at a high enough level, or make a decision on a branching decision tree. Sometimes failing the test or making the wrong decision will kill you, at which point you will have to go back and either get your skill high enough to survive or make a different decision.
It's all a bit abstract, then, but what's actually wrong with it? The skill checks , especially the ones that kill Elodie, just come out of nowhere. There is no warning that you're going to need a particular skill until something appears that kills her. There are exceptions. If a party is coming up you can assume there will be checks for social skills. If a war is about to happen you'll guess that war-related skill are going to be needed. These are exceptions though. Most of the time you are given no warning until you suddenly need medicine or something to not die.
There is no skill progression for the player. There is no possibility I am aware of that as you get better at the game you will develop the ability to plan ahead and prevent the next arbitrary death. You can only watch what happens and then redo your decisions to prevent it after the fact, or occasionally just luck out. So there are, really, only two ways to play this game. You can progress along a particular path until you reach a skill check that kills Elodie or blocks off whatever path you wanted to go down, then you go back and redo the training decisions to pass that skill check over and over and over again; or you can use a walkthrough that just tells you what skills to train and what decisions to make. To me, both of those options are intensely boring.
That being said, the basic joke of the game, the contrast between a cutesy anime style and a horrible setting, is amusing for a little while. If you can get the game cheap you might enjoy that part of it for a bit. I just don't see it as a game I'm going to play now that I've seen one of the ending, thanks to a walkthrough, and I'm over the art style.