
Game Freak, the developer of the Pokémon series has released a brand new RPG on Steam! The battle system is entirely unique, with mechanics in common with digital collectible card games. You need to select characters carefully to put yourself in an advantageous position to win.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
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Little Town Hero is Game Freak's recent outing from- Oh? You didn't want me to hear me talk about this game? You want me to talk about Pokemon? Can that wait until the end please? Thank you. Little Town Hero is Game Freak's recent outing from their “Gear Project” system. Mixing the strategy from both card and board games, Little Town Hero offers a very unique RPG experience. Even as someone who loves the game on the Switch, I can only recommend it with caution because of the battle system. If you're into card and board games that's long and has loads of strategy, then you can jump right in, otherwise stay away from it. The lack of a demo doesn't help either because this is a game that sorely needed it. As of this writing there's an issue with the pricing for certain regions, so don't spend over 30 bucks for this until this is fixed. I even feel that the price is really steep, topping on this being a divisive title is a gamble. The battle system is something I must comment on because this is the meat of the game. I'm aware that some were turned off or intimidated because it sounds overly complex. The truth is, the battles are easy to learn but VERY hard to master. Let me walk you through it because this is the biggest thing I need to tackle the game for. [u]Attacking with Ideas:[/u] You have three Idea types to use. Red is Attack that can be used once per turn, Yellow is Defense that can be used many times and Blue is Support that can do various effects while drawing a random Idea from your Headspace (think of this as your draw pile). All your Ideas all start out of Izzits. As long as an Idea remains an Izzit, they can't be used but are immune to most attacks. You need to turn an Izzit into a Dazzit by spending Power to activate them. At the start you can only use 3 Power per turn, but every three turns it'll got up by 1 until you reach the maximum of 6. As you can guess, more Power means you can activate a quantity of Dazzits or more powerful ones in a single Turn. Once you break all the enemies ideas, then you can attack them if you got a leftover Red Ideas to use. This doesn't mean a direct hit on the enemies Health, you also need to reduce their Guts, which are shields to protect it. If you get an All Break but don't have a Red Idea to use, you gain a Break Point instead, which can be used to swap Ideas from your Headspace or Revive them. As your Ideas are used up, you'll eventually run out of them. You need to revive them by either using the aforementioned BP, have your Hearts damaged or get it from some Support effects. Knowing this, you need to use your Ideas effectively. Keep in mind that due to the sheer randomness of the game, you're not guaranteed to achieve an All Break on every turn or you can strike the enemy. [u]Think Things Though:[/u] With that said, this is where the battles show a weak spot. This game expects you to look at the fight from every angle. From the map view, to your Ideas, Support and the enemies, there's a lot to consider and decide which is the best course of action. If you don't take this into account and carelessly choose Ideas, you'll end up painting yourself in a corner when you get low on Ideas and have no choice but to Struggle to either Revive them, or lose the fight entirely. You don't want to do that. With that said, this game would either make you feel clever for taking your time with things, or make you feel stupid for making a rash move. [u]Eureka!:[/u] Starting in Chapter 2, you'll gain access to the Eureka Tree which lets you spend Eureka Points to buff your Ideas. While this is super helpful for fights later down the line, the problem I have is that it's rather unbalanced on how much you get them. After you fight bosses or complete side quests, you get Eureka Points that you can use. The issue is that you're not going to be able to max everything out at the end of the game unless you deliberately lose the fight, which gives you more depending on how much damage you were able to deal to them. Even worse is that some of the hardest side quests in the game (like Visualization which lets you re-fight old bosses in a weaker state) don't give you enough points to make it feel like it was worth it. The finding chickens quest? Gives you 3 Points, but that's not a lot at this point in the game. That's really generous compared to the really hard Visualization side quests, in which you only get 1. There's two more Visualization bosses you get after beating the final boss, but at this point you can't even use those points because there's nothing left to do. I really feel cheated here because I feel that instead of reaching my full potential by working hard, I had to take the easy way out. This rookie mistake stood out to me the most. Having be able to max out at the end would really make the adventure feel worth it because you're constantly getting stronger, and I hate it when the game doesn't let me do that fairly. It's not a deal breaker, but it's disappointing to me. [u]Sidenote:[/u] LTH runs way better on PC. Unity games don't run as well on consoles for some reason. The game is initially capped at windowed 720p, but can be changed in the options on the main menu. Alright, let's talk about Pokemon so that Gigantimaxed Copperjah will get out of my front yard. This game was released and developed around the same time as Sword and Shield. This wouldn't be an issue if those games didn't have the infamous “Dexit” controversy that limited the number of Pokemon in the games. This made people assume that LTH is why the cut happened. This is why Little Town Hero got so much hate. Guys, let's be real here. Game Freak stated in several interviews that Dexit was unavoidable because they can't stop adding new Pokemon in the games. They even said this wasn't a decision they made lightly. LTH wasn't the cause of it but the Pokemon games themselves. Remember Gear Project that I mentioned from above? It's a system that allows Game Freak to make games outside of the Pokemon mainline. They made Tembo, Giga Wrecker, Pokemon Quest and Pocket Card Jockey during the development span of the 3DS Pokemon games, and the Dex cut did not happen then. If Gear Project is to blame, then the cut would've happened sooner when Harmoknight was developed during X&Y. Even if LTH wasn't made during SwSh and GF hired more programmers, Dexit is still going to happen. The decision to support a handful of Pokemon is to give the developers a break from facing monotony to update all 800 species to get them to working on the Switch's hardware. That's a horrible thing to put on them along with crunch. Game Freak did not split the team in half when SwSh and LTH were in the works. Not only LTH was made by 60 people, but the credits for both games show that over 20 people worked on both titles, including key people like Satoshi Tajiri, Ken Sugimori and Jun'chi Masuda. This misconception came from the “Team A (Gear Project) and Team B (Pokemon)” that was said in one interview. It's just another way of saying that two different groups are working on different projects within the company. It had nothing to do with quality. Protip: Never say that the others teams is inferior to Team A in any industry. You're basically saying the people in those other teams are terrible even if they were assigned to them against their will. I can go on but I'm hitting the review limit here. Criticize the game for flaws and other issues all you want, but remember that game development is very complicated and I only scratched the surface of it. I'll leave it that even if Masuda wasn't the producer for SwSh, even if LTH wasn't a thing and they got tons of people on board, they'd still agree that the Dex cut had to be done. It sucks, even I was disappointed. Yet I understand why this has to happen. It's not worth the stress of reviewing all 800 models and animations just to continue the tradition Pokemon has up until now.
It doesn't support full screen yet. This is very embarrassing. Was very excited.
Little Town Hero, though made by the critic and audience acclaimed Game Freak, deserves neither your time nor your money. As for the issue of, "Not having fullscreen options," the game actually does, but it locks them behind the Title Screen options, not the in game ones. As for the in game options there are a pitifully small amount, including basic camera and volume controls along with the difficulty options, being on either hard or easy. In order to access said Title Screen you need to initially boot the game up, which counter intuitively boots straight into the first cutscene of the game, running at 1280 x 720p in the middle of your main monitor. After the cutscene you are thrown directly into gameplay, leading the player to believe that there are no resolution or fullscreen options in the game as the first settings menu available to you is the in game one previously discussed. Moving onto my main criticism of the game, the Battle System, where we find a janky RNG driven mess. At the beginning of any "Normal" fight you are dealt a hand of five "izzits," and you only have three energy to turn them into "dazzits." The problem stems from the excess of randomness that is thrown at the play as their starting hand is random, and so is the enemy's. Because of this after your first turn, the enemy might pull out one of their strongest turns and decimate you early into the fight. After your turn, you are introduced into the mechanic, that I believe is the namesake of the game, movement around the town map, as you are the "Little Town Hero." How far you move is determined either by the roll of a d4, or if you used a special dazzit that grants you "Free Mobility." In a fight against a bird themed boss, one of the monster's moves is called the "Wobble Dance," a move that turns one of your dazzits at random into a useless 0/1 dazzit. This is just one example of the game punishing you for trying to strategize by unlocking dazzits at the end of a round by turning one at random into garbage. Each unique fight, excluding your rival who you fight at least seven times with no innovation, has some form of randomness that is actively hostile to the player. The final bossfight of the game requires you to go to three specific spaces on the town map in order to be able to damage the boss, but if you do not have the proper dazzits, it is left to the hands of fate to decide if you can progress or not. Enough about the battle system, let us move onto undeniably the best part of Little Town Hero, the music, which was made by the famous Toby Fox. Mr Fox did an excellent job as always and delivered some very good boss and overworld themes, but to me, it is not enough to save this game from a negative review. My recommendation for this game is to hunt down the soundtrack and to never approach the game tied to it.
No fullscreen.
i honestly couldn't tell you if this is a good game or not because for whatever reason it seems like my computer cannot run this game. this makes no sense since I have very decent specs on my computer. ryzen 7 1700x, 16gb ddr4 ram, gtx 1060 6gb overclocked, game is installed on my nvme ssd. makes no sense that I can't run this game well on the lowest settings in 1080p but here I am because the game feels like it's in slow motion the entire time. even had lag opening menus, at least a full second between hitting the menu button and the menu opening. ive watched gameplay and I know that the game runs much smoother and faster than what I was able to achieve. I tried restarting the game, updating drivers, restarting my computer and saw no improvement. maybe this is just an issue for me but as of right now I would definitely not recommend this game.
Its such a wonderful game to play! In terms of other reviews issues I haven't really ran into them aside from the intro being unskippable and start on a small screen but, fixable with options in the main menu. I love the music and mechanics of little town hero and the amount strategy needed when playing in hard mode!
[h1] 你敢不敢再跑快一点! [/h1] 清新卡通画风的角色扮演冒险游戏,讲述的是小孩子不断磨练成为小镇英雄的故事。 [h1] 故事简介 [/h1] 地点发生在一个看似偏僻的小城镇里,这里不仅有山有水,风景优美,人与人之间的相处也充满和谐跟友善,更有包括农牧场,矿井以及商业区在内的设施等,是一个比较理想的世外桃源。可即便是在这样的地方,呆久了也会让人有想出去看一看的想法,这不,主角皮克尔(可随意取名)跟小伙伴们已经开始行动了。他们的目标是进入城堡,因为城堡连接着村内外,是出村的必经之路,至于逃脱结果如何,答案已经很明显了。虽然这次逃离的计划以失败而告终,但他们结识了城市中的另一位士兵乌欧拉,以喝酒为要挟,他们从乌欧拉的嘴中得知,如果能当士兵,出城就方便很多了。因此,他们为了能成为士兵而决定跟着乌欧拉一起训练,故事也由此开始。 [h1] 内容概述 [/h1] [list] [*]包含轻松跟普通两种游玩难度 [*]剧情以多章节的形式进行展开,每个章节讲述了一个简单的故事 [*]除了主线任务外,在每个章节里还能接收到一些其他支线任务,不过支线任务设计有点敷衍,水分较大,大部分任务都只需要角色找到对应的NPC说说话即可(起码目前前2章的体验是这样) [*]以回合制+卡牌战斗为主要的战斗玩法(后面单独讲解) [*]角色的主要战斗力来源于卡牌,在特殊战斗场景里,玩家可随着特定的事件获得支援型卡牌的助力,不过在正常情况下,想要提升卡牌的能力需要消耗灵感值来进行升级 [*]当解锁灵感系统后,角色在每场战斗后都能获得灵感值,无论是战斗胜利还是战斗失败,意味着玩家可使用这种方式刷取灵感值。不过其中也可能包含硬性的条件,失败获得的点数需要考虑玩家在战斗中的表现,故意刷取灵感值从而变相降低难度的行为并不推荐 [*]操作很流畅,支持键鼠跟手柄两种操控方式,更推荐使用手柄 [/list] [h1] 玩法细说 [/h1] [list] [*]战斗采用了回合制+卡牌的主要玩法 [*]卡牌种类较多,分为红牌,黄牌跟蓝牌三类,红色以攻击为主,黄色以防御为主,而蓝色则是类似于瞬发的魔法能力,可以简单地理解为游戏王战斗前的魔法卡使用。除了蓝牌外,不同红牌跟黄牌有着不同的攻击力,防御值跟特殊效果,跟战斗时自己损失多少防御值,给敌方造成多大的攻击伤害密切相关 [*]卡牌部分的玩法体验类似于炉石传说,最大的区别是场地变更跟脑海补充 [*]场地变更:每回合结束后,玩家需要使用掷骰子的方式来决定下一回合所战斗的场地(部分卡牌也自带任意步数的能力,获得后可以自由前进1-6格位置的距离),不同场地有不同的支援加成,比如队友的辅助效果或者攻击,还有场景内的道具使用,比如使用大炮对地方本体造成X点伤害等 [*]脑海补充:脑海补充类似补充卡组,每回合玩家都将补充卡牌到最大的数量(在游戏里被称为想法或者点子),当想法耗尽以后,玩家将无法抽取卡牌,自然也失去了继续战斗的能力。补充脑海的办法有很多种,可以损失生命值,也可以使用BP点(BP点可通过达成一次全Break获得,不过需要放弃一次攻击的机会),还可以利用支援能力,比如战斗场景内的某些角色可以直接赋予脑海补充的能力。 [*]想要取得战斗胜利,将对方的生命值清空即可。普通的战斗不会涉及护甲值,而boss战会,此时想要对本体造成伤害,则需要先击溃敌人的护甲,护盾在遭受到攻击时,其损失量跟攻击卡牌的伤害数值有关,而本体则默认按1计算 [/list] [h1] 不足之处 [/h1] [list] [*]地图内有大量空气墙,不能抄近道,只能按照既定的路线行走,自由度不高 [*]剧情,战斗过场以及角色招式的特写镜头都没有加速功能,在没有熟练理解游戏的玩法要点时,普通模式下的BOSS站超过20回合,也是很有可能的([spoiler]不要问我是什么知道的 [/spoiler]),另外角色移动起来也仿佛被限速了一样([spoiler]喂,即便是步行模拟器也不带你这样玩的 [/spoiler]),十分墨迹,全程都在消磨玩家的耐心 [/list] [quote] 加入[url=https://steamcommunity.com/groups/ADZZW]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote] [h1] 品质尚可:很佛系,很子供向的慢节奏休闲作品 [/h1] [list] [*]清新可爱的卡通画风+ [*]轻松的故事跟游玩氛围+ [*]新颖且具有策略挑战性的有趣玩法+ [*]音乐好听,特别是BOSS战的时候,带感+ [*]Ui细节方面的设计很有爱+ [*]目前没有遇到卡顿跟BUG+ [*]任务设计较水,涉及到的内容要么是跑腿,要么是战斗,形式单一- [*]游玩节奏超超超超超慢,慢到你怀疑人生,全程都在消磨玩家耐心,谁玩谁知道- [*]原售价较高,性价比低,建议低价入手- [/list]
I bought the game entirely because Toby Fox made the soundtrack. The window is tiny and lacks a full-screen option, and for some reason, the framerate is often atrocious. If you want to get this game, definitely consider buying the Nintendo Switch version instead.
turn-based big brain boss rush made by game freak with music by toby fox
no me deja qliarme a torren pésimo
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