7
Products
reviewed
0
Products
in account

Recent reviews by Lost It

Showing 1-7 of 7 entries
1 person found this review helpful
214.1 hrs on record (107.4 hrs at review time)
You should really play this game, it's a lot of fun.
Posted 11 September, 2023.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1 person found this review funny
1,412.5 hrs on record (1,046.6 hrs at review time)
Huh, when did my total time hit 1000+ hours.
Posted 10 June, 2022.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
109.6 hrs on record (28.9 hrs at review time)
TLDR: A monster collecting turn-based RPG featuring 3 vs 3 fights with Gamboy styled graphical/sound design. It's absolutely chalked full of secrets and I would recommend for anyone wanting a mon game distinct from Pokemon.

Disc Creatures is a monster collecting RPG in a similar vein to, but distinct from Pokemon. Graphically the game has a nice Gameboy game on Gameboy Color (think first gen Pokemon for an easy example) type design with a matching soundtrack. Great care was clearly taken to mimic the type of sprite work seen during the era and the result is something that wouldn't look out of place for a game released in the early to mid 90's. The soundtrack it'self is gameboy styled chiptune music that is well done and fairly memorable with some of my favorited being the main town theme and the boss theme.

Story wise, you are a newly christened DISKR, a ranger of sorts that burns(makes copies of) wild disk creatures to fight other DISCR's and help people in various kinds of trouble. The game is divided into several chapters, each of which unlocks new areas to explore and NPC's to interact with. The chapters themselves are largely self contained, but characters from previous chapters will show in future ones. Old areas are not done and forgotten about either as new chapters roll around as there are quite a few secrets and bonus areas added to each one where you can find powerful disc creatures to try out. Overall I would say the story is simple and serves it's purpose. It is engaging enough to carry one through the game and the individuel characters can be rather entertaining.

Mechanically, the game is a mon-styled turn-based jRPG with 3v3 fights. The mons themselves are obtained in 2 ways by burning a disk after battle, then using the disc at a comp to add up to 3 copies of the creature to your roster, or by using multiple disc and a fusion recipe to make a new creature. Each mon has 1 or 2 elemental types that determine weaknesses and resistances and may have up to 4 moves to use in combat at a time. Moves are leaned by level up, sacrificing disc, and in 2 cases, unlocking through an event. Each creature also has a unique passive and may be equipped with a single item with varying effects. All of this serves to add complexity to the games combat system. Following in the grand tradition of JRPG combat, moves or item usage for each of your 3 creatures are selected, then play out in order determined by speed. Unique to this game, each creature has an individual energy meter that decreases based on the cost of the move selected. The meter can be recharged with a charge action, but being hit during this substantially increases the damage taken, adding an additional risk/reward faction for both you and your foes. This game also handles bosses in one of the best ways I have ever seen in a mons game, I would however, rather not spoil it.

This game also features a metric ton of secrets, from entire bonus areas with powerful creatures, bonus bosses, 2 extra moves, and well hidden items each of which are subtly hinted at in various way. I think i really would have loved this as a kid.

There is, however, one thing that drags this game down...
Grinding
Every creature you obtain starts at level one and can be boosted to lvl 15 at a certain location, but that's it. This will only last you through about a 4th of the game and you have to grind at that point to get them up any higher. This probably wouldnt be too big an issue if the EXP gained from fights curved a bit more exponentially, or if there was a metal slime type creature somewhere. Because the game is a 3v3 you can effectively take one or 2 under leveled creature with you to grind somewhat quickly with, but in areas at around lvl 36 a level 15 mon will only level once per fight till about lvl 21 even with an exp boosing item equipped. This is an issue as it impedes team building a lot more than it needs to, especially since you are going to want to swap team members somewhat frequently to help deal with whatever new mons are being thrown at you in each area. This may actually be intentional, since the game is structured around a retro design, but it remains an issue none the less. If the dev ever makes a sequel I would reccomend either adding more tiers to the level booster or adding a set of key items that auto set your monster levels to a set basline when obtained.

Overall in spite of this issue I still think it's a very fun game and ultimatly reccomend it for anyone interested.
Posted 13 May, 2022.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
502.8 hrs on record (174.3 hrs at review time)
I'm currently keeping a tally of people who still accept matches from me but do literally nothing during the match because, and I quote, "I'm just speeding things up", "it doesnt matter", "it's the same either way" or some other similar sentiments.

I main Axl and the current count is 12.
Posted 25 December, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
22.3 hrs on record (14.6 hrs at review time)
A largely faithful remake of all the content from super monkey ball 1/2/deluxe with minor alterations to the physics that, for the most part, shouldn't impact the experience for you. Be sure to go into you steam options for the game and set up either a square or cross deadzone for your controller so you can move strait without having to be ultra precise. There is also an option to turn on a movement showing arrow in the menu that can help you adjust to where your controller's strait line is.

If you're not already familiar with the series, SMB is a set of platformers where the objective is to guide a ball that can't jump through a series of obstical course like levels to reach a goal. It does this by mimicing how a ball would act if you were controlling the tilt of the stage/ tilting gravity rather than controlling the ball. The stages can be very difficult, requiring very precise movement to manuver on very thin lines, abusing collision to pop off the ground, having to dodge a wide variety of obsticals that try to knock you off the stage, ect, ect. It is a very challenging and rewarding experience to clear some of these stages and I would highly recommend this game to anyone who enjoys difficult platforming. This version of the game also includes some QOL features around it's difficulty that helps ensure that you can see all of the content even if you're not that good at the game. There is an option to use a helper/cheat mode that enables slowdown/ rewind features to help clear stages and bonus level sets no longer require beating level sets without dying, just not using the cheat mode. If you still find yourself stuck, there is another option in the pause menu you can use to mark the stage as cleared and move on anyway.

For people who are returning to the series, there have been some minor changes. The music has been altered, with the original soundtrack available as DLC. I really wish this was an ingame unlock but w/e. The new animations for the monkeys are not as polished as the original and the rolling sound effect is no longer properly tied to speed, but seemingly the animation of the ball rolling and does not sound as nice. You now also have full control of the camera with the second stick.
Overall these changed pale to the largest however, a slight decrease in the rate you accelerate. This has altered how some stages need to be approached when attempting to do skips and has buffed slopes, making them more difficult to manuever on. This has also altered how you have to approach thin rails and made them more difficult to balance on, or at the very least, has screwed with my sense of how to balance on them. Most of the stages where this change would be a problem have been altered to compensate, but the originals are still availible in a special side mode if you hate yourself like I do.
I'm guessing that Monkey Target didn't play nice with these changes either as the minigame is no longer physics based.

I have had no technical hiccups or crashes and the game seems to be fairly well optimized, as i'm running it on a 7 year old PC.
Posted 18 November, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
505.7 hrs on record (20.2 hrs at review time)
So I'v been playing Bloons since way back before it was primarily a TD game and only just realized that I have never thrown money at the creator, so I did. You should too, this is one of the better TD's you could pay for.
I should note there are micro-transactions present well, basically everywhere, however these are basically only to cheat the progression system and are not required in any way, shape, or form. the progression system is also structured like a normal game rather than a wale farming simulator so you'll unlock basically everything within a few hours of playing.
Posted 1 October, 2020.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
115.9 hrs on record (105.1 hrs at review time)
Total play time is closer to 400 hours at this point, I played the gamecube port quite extensively as a kid. In addition, I have reached 100% completion 3 separate times at this point between the two.

A game that is about as close to perfect imperfection as I have ever seen, nearly everything in it has some glaring flaw that drags it down, but altogether just doesn't matter. The story has plot-holes, but it doesn't matter because it's a fun silly adventure that never tries to be realistic, is entertaining, and story segments are never long enough to overstay their welcome. The graphics aren't the best, but it's a gamecube/dreamcast era game so you know what you're getting into. The game has a TON of glitches that you will, in all probability, never experience without intentionally looking for them, and the gameplay is a mix of things, implemented to varying degrees of success.

Running stages are the best of the three, running and jumping smoothly link into the stage interactions in a very satisfying way. The shooting stages are enjoyable if you are trying to rack up combos for rank, but there are no other rewards for doing so. So it often degrades into a B-mash fest for most people. Making for a repetitive experience. The final stage type, Treasure hunting, is very exploration heavy and tends to aggravate people as the goal is to find three objects on a map with a sensor but it can only sense one at a time.

I would say the real reason for the disparity in quality between the stage types is because the game was clearly focused around its ranking system (based on score) and the general quality of each type is highly dependent on how well the system was implemented into each type. Running stages turned out the best because the ranking system was seamlessly weaved in, with all the actions that increase your score being very satisfying to preform, beneficial to completing the stage, and often being rewarded with additional animations. In shooting stages, your main goal is to rack up a combo by locking onto, and destroying as many foes as you can at once and while this is fun, there really isn't a point to doing so outside of score. Having another meter that filled up with big combos and granting some of the ultra-moves from the multiplayer probably would have helped a lot. Exploration stages need to be done fast for rank, and with only one item able to be found at a time, it's clear you are meant to find a way to "orbit" around the stage as quickly as possible, but there isn't really a reason to do so outside of rank. Giving a speed/sensor boost for chaining finds together quickly would have helped I think.

Oh, there is one more gamplay feature worth mentioning, the Chao garden, a delightful little skinnerbox where you raise virtual pets with items either found in stages or bought at a store with rings. They morph and evolve as they grow and are extremely cute. I would personally recommend the Chao world Extended mod for the best time with this as it adds several new features and can seriously cut down on the grind raising them.
Posted 3 February, 2020.
Was this review helpful? Yes No Funny Award
Showing 1-7 of 7 entries