
Humans live alongside creatures, each with different personalities, abilities, and moral codes. The invention of the DiscKid has changed life for everyone. Humans can copy creatures and use their power to help others and solve mysteries around the world.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I'm really, really torn about this game. I first left a positive review, and my bottom line was "Don't try to catch everything. Don't look for secrets. Don't bother with postgame. It's not worth it. If you ignore all that, you'll probably have a decent time." On second thought, though, it's probably a lot to ask. Here's the thing : don't pick this up expecting a regular retro game degree of jankiness. Disc Creatures unironically feels like it was designed to be as inconvenient as possible in most departments. If you're trying to catch all creatures, you'll probably end up like me, with 80% of your playtime spent grinding and going back and forth between areas, and might end up questioning whether you're supposed to be a monster collector or a Fedex driver. Here are some examples : - Extremely limited fast travel. - Constant goings and comings to get fusion materials you didn't know you needed/couldn't possibly have enough "poke balls" to stock up on. - Every new creature you catch starts at level 1 and EXP farming takes forever. - You can add some extra stats to your creatures... but it makes them lose 10 levels, and you've got to do it several times to max it out. - Postgame's only about max level encounters, so... see the above. - Several creatures are only obtainable through events that may or may not spawn them and require you to wait a lot of time before you can try again. - Not exactly a time-waster like all of the above, but there's no in-game documentation on status effects, besides a couple things some NPCs tell you. Besides that, finding any sort of information in this game requires jumping through an absurd amount of hoops. It's not always obvious whether retro game design is legitimate or pointlessly annoying. In this case, though, I think it is.
Its not all bad, the Mon's are okay, and there's a lot of quality of life stuff like the cafe that lets you pay to level up your mon's - with each tier unlocking as you get further into the game. So its not like you have to completely start from scratch if you want to mix up your team, but the game is still very grind-heavy. Sometimes, it feels like anything less than 5 memory sticks and you won't get a capture, so you have to build up a cash reserve to keep buying items, but most of your money is going to come from selling duplicate Mons you don't need, so, no matter what, you've got to grind. The biggest thing that disappoints me though is that there is no evolution in the game. Once you catch a mon, that's it. You can later fuse monsters, but that's just using the extra discs - there's no inheritance that might carry the effort you've put in. The fusion monsters are just special monsters you can't catch and have to trade other monsters to unlock. Without evolution, you're pushed into trading your monsters in for fusions or rare monsters with better stats and abilities. It's really somewhat against the typical trend of these kind of games. There's better monster trainer games our there, I'd say skip this one unless you're just really into it.
Never. I would never recommend this. It's been out for 5 years, with a provided copyright in the title screen of 2017 AND 2019. So it's been worked on for what, 7 years at least? Guess what. You either play in a small window that's literally the size of a GBC screen, or you play fullscreen. There is no in-between. The settings menu is a slider from 0-100 for Background Music and Sound Effects. That's it. 5 years since release and my choices are either to squint at the screen as I play and strain my neck or play fullscreen. There are people who whinge if Accessibility options don't include a fully voice acted menu screen, full colorblind options, etc. But this is so basic, it's like not including an epilepsy warning in a game with strobe lights. There's laziness, then there's literally not caring how your player experiences the game and if it's a quality experience. There is no world in which this is worth $15, let alone $6. Stay away from this and any games they've made or partnered with
Disc Creatures is more than "inspired by" Pokemon and Dragon Quest Monsters and the like. In some ways, DC is almost a response to other creature-wrangling games out there. But at the same time, it has its own unique charm and is worth it on its own merits. The game's story is told through five chapters, each focusing on a specific scenario out in the world. You'll be granted access to a new area, with the goal of reaching the end and fighting a boss creature there. Along the way, you can battle wild creatures and catch--uh, I mean burn their data to a disc that you can then use to summon a copy of that creature. Battles are 3-on-3, very traditional turn-based JRPG combat. You select your creatures' actions, whoever has the highest Speed goes first, reduce the enemy's health to 0 to win. Each creature has one or two types, and attack moves have a type that may be resisted (-50% damage) or strike a weakness (+50% damage). For example, Water-type creatures resist Fire- and Earth-type moves, and are weak to Electric- and Grass-type moves. And the Equip screen will show you exactly what types your creatures are strong/weak against. But it's the details where Disc Creatures shines. Creatures may only use four moves at a time, which may sound familiar. But very early on, you get the Move Changer, so you can swap freely among your creatures' available moves when outside of combat. This allows you to experiment with new moves or builds, or even swap loadouts just before a boss. (And you should take full advantage, because this game is hard.) Creatures' moves are fueled by Energy or [b]e[/b], and while all creatures can use their turn to [b]e[/b]-Charge and replenish themselves, any attacks that hit them during that turn are guaranteed critical hits. The game shows you the enemies' [b]e[/b] meters so you can tell when they're likely to [b]e[/b]-Charge, and for bosses, you'll be told outright. ("Now's your chance!") Like many monster-catchers, Disc Creatures goes through pains to say that creatures you defeat in battle are merely "knocked out". Unlike those games, though, this is to directly contrast you against the villains of chapter 3, who are outright killing creatures for personal gain. The choices Disc Creatures makes with its plot elements and game mechanics seem very deliberate and very precise. Disc Creatures has a lot of charm and attention to detail, but it's not all upsides. For one, the art for the creatures themselves is usually passable, never great, always held back by having three colors per creature sprite. It's hard to tell what I'm even looking at sometimes. It's also a very, very grindy game. The sheer importance of type matchups means that you'll need to swap creatures often, which magnifies the issue. Leveling up is the primary way creatures learn new moves, and the amount of [b]e[/b] they start a battle with depends on level as well. The other way creatures learn new moves is by "disc move", using another creature's disc to unlock it. I like this in theory, but...let's say you need a Necroccino disc to unlock a move. That means two separate trips to the haunted cafe to get two different creatures (you can only get one per visit, and then you have to go back to town to reset the encounter), that you then have to haul back to the Pro Shop to fuse into a Necroccino. That's one of the easy ones...! And getting a wild creature to drop its disc is, well...it's fine. It's a random drop at the end of battle, and your chances can be improved by using the HiSpeed Memory item on your target. This item stacks up to 5 times, at which point most creatures are 100% likely to drop their disc. But...you have 3 party members, who can each use one item per turn, and then there's a hard rule where they can't use an item again on their next turn. So that's a minimum of 3 turns spent stacking HiSpeed Memory on a single creature. Some creatures, like Aubergee, are both hard to find and unlikely to drop a disc (so much so that full HiSpeed Memory still doesn't guarantee the drop). Personally, I think the system could use a little extra work, but I do like it better than Poke Balls. Overall, Disc Creatures is very cute and very engaging, and I for one would like to see a follow-up!
I wish this WAS a Pokémon "clone" because then I'd actually like it
I'm looking forward to Disc Creatures World which why I wanted to try out the Original Game. The Game itself looks really beautiful and it kinda fun to play, however I encountered an issue that quickly made the Game rather Frustrating than Fun. I'm still quite early in the game and maybe I'm not patient enough, but there's quite a grinding-issue. Your Party consists on only 3 Creatures with no way to swap them out except for a PC, which makes your backtrack to one every time you stuck at a battle, which I have encountered fairly often tbh. Especially if you don't know the Type Chart to well, Enemy "Trainers" can become very difficult and can wipe you in an instant early on. While the Trainers doesn't seems to be required to continue (at least most of them I encountered so far), it feels wrong to just skip them. Plus if you wipe, you get send back to then last Healing Center, which makes you have to go all the way back to where you were stuck. At this point it kinda felt like trying to throw all of my current Creatures at them, hoping that one combination of Creatures was strong enough to not get 1- or 2-Shot. I also read in other Reviews, that the Grinding-Aspect doesn't get really better when you get further into the Game. I hope that it's Sequel adresses this issues, because the World of Disc Creatures sounds and looks very interesting. But if you don't wanna sit through an endless Grind, I can't really recomment that game sadly.
実は別のゲーム目当てでバンドルに含まれており、特に買いたいとは思っていなかったものの実質タダ同然の値段で買いました。 が、やってみたら意外と面白く見事にハマる…! さすがにコンプまでは無理でしたがGBA風と思って侮ってはならないと思い知らされました。 あと、これふりーむに登録されていたツクール製って知るまで全く分かりませんでしたが、戦闘画面や装備画面見ると確かに名残があるかな……ってくらい相当ベースから改変されてますね。これは凄い。
I'm sorry but no… I love creature catching games like Pokemon. I looked at the pictures and was in love, since it reminded me of the good ol' time but the hell is that? It’s more grinding than anything else! Not only that you barely have anything in the beginning - yes cool you get 3 creatures, but to catch new creatures you need to load them up means; multiple uses of the catch item. Also you only can buy 5 in the beginning (because your currency is not like 100 but 10.) if i have to catch them with multiple use.. give me more money or free chargers. That’s nuts. I get it if it’s not catchable on first try but damn gimme the second time not 4-5 time. I expected a nice Pokémon copy, what is enjoyable and not a grind game with exhaustion. It’s the first creature catch game i regret buying. People have to decide for themselves. Maybe i change my opinion but i doubt it. 2/10. (2 because the creatures and map are nice.)
It is more Telefang/ Digimon than Pokemon which i think is what is throwing a lot of people off. Love the art style though. I won it in a giveaway get it on sale for 5$ and it will be fun for an evening
[h1][b]★★★★☆ Gotta Catch Nostalgia![/b][/h1]It's like finding an old Pokémon cartridge in your attic, but with a fresh twist. While it can’t quite match the *“Gotta catch ‘em all!”* classics in terms of music and nostalgia, it’s way more innovative where it counts. You’ll be surprised by the unique spins on the genre. If you’re looking for that old-school vibe with a new kick, this game is a real *super effective* hit. Just don’t expect the iconic tunes to follow you through Victory Road.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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