
Play the odds in Lost in Random™, a gothic-fairy-tale-inspired action-adventure where every citizen’s fate is determined by a roll of the dice.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*languages with full audio support
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
uses EA Launcher
Ok. Got some teachings for the unmature MInd, on this Planet.
7/10 Enjoyable game. It seems like the creators were truly passionate but they had to cut a lot of corners probably due to budget or time constrains from EA (e.g there are only like 7-8 NPC designs and they repeat in the different cities over and over again) + Interesting story + Good art design. I would say this is the point and story is that motivated me to not drop the game (plus is short and combat is simple but engaging) + I thought combat was going to be bad based on the first minutes of gameplay. It's quite simple, but I liked it. It resulted entertaining to me actually + Good voice acting + It's short (around 12 hours), which I would say it's something good, specially to avoid too much repetition - Some things feel a little repetitive, but it's not a big problem if you engage with the game's loop
The trailer for this game makes it look like it's a horror game but it's really not. It's just the type of art style of the characters that can sometimes look spooky. This is such an interesting game. A different take on how to use dice and cards. The story is about find someone that's lost, but then also trying to stop a Queen from causing harm to all of the towns. I'm partway through it and I love it.
Lost in Random plays like a game that has a myriad of artistic talent in its credits, with absolutely no game design pedigree to speak of. This game has leaned completely into (admittedly stunning) visual design, with absolutely no gameplay merit to its name. The character designs, camera controls, and attitudes lead one to feel as though it is set up to be something of a standout hit 3D platformer with interesting combat and puzzling, but in actuality it literally plays like generic AAA slop. Use the joystick to move in your extremely linear and static environment. No jumping allowed until you approach a small ledge and the "Press A" button prompt appears, where you may now perform a scripted jump animation. Press "LB" to sprint, which is hilariously indistinguishable in both animation and movement speed from your normal movement capability. Interacting with NPC characters for some reason opens dialogue menus with, for some reason, UNVOICED dialogue options to choose from by your otherwise voiced character -- but it's the cardinal sin of having 3 dialogue options that are the same thing reworded and don't actually branch the dialogue or have any affect on the following spoken dialogue whatsoever. The gameplay is incredibly clunky, janky and the actual game design of this project is almost amateurish in feeling. It really does feel like someone wanted to make a Tim Burton inspired movie, but was forced into the medium of video games instead. For a children's story, the premise has merit. It's an interesting enough premise that the overtones don't diminish the mystique of it all, but the writing is just... wow. The main cast of characters are as bland and generic as can be (though weirdly the game world is punctuated by diverse and interesting supporting NPCs that have more thought in their design and predilections, that which you will talk to once and never see again). The writing itself is reminiscent of something ChatGPT would write. In addition, it suffers from extremely accordioned pacing -- way too fast then way too slow -- ad infinitum. And the final nail in the coffin, it installed EA app on my computer. So what is this for? It feels like a visual designer's magnum opus, and it is truly incredible in that regard, but with absolutely no thought or care put into the remainder of its parts. It's actually somewhat of a tragedy that it is so wonderfully complete in its presentation and woefully undercooked at all other ends, because this does have the makings of something special. Hopefully this studio gets to continue improving and making projects, as if they don't fall through or get canned we could very well have ourselves something akin to Double Fine at the end of the day. They just really, really need to hone in the "Game" parts of these games before any such comparison can even begin to be made.
Let's start with the undeniable which is the game looks beautiful, the artists behind this had a wild time and a lot of creativity and it shows in how the world is designed. Is it open world or even linear with many branching paths? Not really, this seems very much a linear game and I am ok with that provided that the gameplay holds up (which it does!) As I played I felt a mashup of Kena: Bridge of Spirits style gameplay (albeit less fluid) and Alice Madness Returns, an older game with a really great art direction and fantastical influences as seen in Lost in Random. I'm finding the game utterly charming especially with the excellent voice acting. Sure some things could be better, I very quickly saw that the map was borderline useless but it is what it is. When I started the game I felt the controls were a little but clunky and in some ways they are but not enough for me to be turned off which is the case for some other games I played before. I like that the hitboxes are quite generous which makes it easier for someone with slower reflexes like me to play. It is worth noting that there are no difficulty options but the game is quite accessible and generous from what I have seen so far. This is a nice little albeit flawed game, I give it 7/10.
One of my favourite games ever
too simple and too repetitive. Interesting story though
Auf den ersten Blick ein interessantes Spiel. Grafik und NPCs erinnern an Tim Burton-Stil. Die Geschickte: "Mädchen sucht Schwester und will sie vor böser Königin retten" ist jetzt nicht wirklich neu, hält einem aber bei Laune. Die Meta-Geschichte und die Regeln dieser Welt: Alles wird vom Würfel-Schicksal entschieden. Als kleines Mädchen reist man zu verschiedenen Orten, findet einen lebenden Würfel (als Freund und Begleiter) und stellt sich den Herausforderungen. Ein klassisches Abenteuer-Game. Es ist erst mal schön anzuschauen und die NPCs sind skurril. Doch im Gegensatz zu vielen anderen Reviewern bin ich nicht so begeistert. Warum? Die Städte unterschiedlich und sind liebevoll sowie detailreich gestaltet; doch sie haben eins gemeinsam. Man irrt oft in ihnen herum, denn die Map ist nicht wirklich hilfreich; man sieht zwar in welchem Stadtteil man sich befindet, aber nicht wo man konkret steht. Die Konsequenz: Orientierungslosigkeit und viele Rumgelatsche. Rennen gibt es nicht wirklich. Das gleiche gilt auch bei den sehr langen Traumsequenzen in denen man immer nur gerade aus laufen muss. Die NPCs sind schon allein was die Formgebung angeht schräg, oft Insekten,- oder Tier-ähnlich; wirklich Phantasy; doch labern diese viel zu viel (belangloses Zeug). Man hält es irgendwann kaum mehr aus, gerade wenn die Figuren in einer Fantasie-Sprache endlos vor sich hin brabbeln und man es nicht stoppen kann. Es gibt ein paar wenige Nebenquests in denen man jemanden finden und mit ihm reden muss, es kann allerdings passieren, das Quests, wegen nicht erkennbaren „Points of no Return“ in der Hauptgeschichte, nicht abgeschlossen werden können. Man triggert ein Ereignis – und schwupps reist du in eine andere Stadt. Da es nur einen Speicherstand für das aktuelle Spiel gibt, hat man keine Chance noch mal zurück zu kehren; dass gibt auch für verpasste Achievements. Kommen wir nun zum, aus meiner Sicht, dem größten Ärgernis: den Kämpfen. Was zuerst innovativ und spannend daher kommt, nutzt sich sehr schnell ab. Die Kämpfe finden immer in einem Arena-Modus statt. Man betritt einen Platz und der Kampf beginnt wie folgt: Zu Anfang kann man seine Gegner nicht verletzen. Man muss erst Kristalle an den Gegnern kaputt schießen um dann die Energie dieser Kristalle aufzusammeln. Damit lädt man seinen Kartenstapel. Hat man genug Energie gesammelt, werden 5 von 15 Karten zufällig aktiviert. Nun wirft man seinen Würfel, die Würfel-Zahl entscheidet wie viele Wert man an den Karten freisetzen kann. Es gibt Karten mit dem Werten 1 bis 3. Würfelt man eine 1 kann man eine 1-er Karte benutzen; würfelt man eine 6 könnte man dementsprechend 2x 3-er Karte oder anders wertige Kombinationen einsetzen. Das dumme ist nur, dass unser Freund, der Würfel, anfangs nur einen Punkt (Auge) hat. Aber man ihn im Laufe der Geschichte aufleveln. Das ist für mich die eigentliche Geschichte, der Würfel - und nicht die der Schwester. Um es zusammen zu fassen: Man weicht die ganze Zeit aus, schießt Kristalle kaputt, sammelt Energie, lädt den Kartenstapel, spielt eine Zufallskarte aus – und kann dann agieren. Somit dauert dann auch so ein, sagen wir ein 3-Phasen-Kampf mit 3-10 Gegnern ein paar Minuten. Die ersten drei Mal sind die Kämpfe interessant, doch dann nerven sie nur noch, vor allem weil es sehr viele Kämpfe sind. Noch eine Anmerkung zu den Karten. Anfangs hat man noch keine oder wenige Karten. Die Karten für sein Set kann man in Quests verdienen oder kaufen – und man wird sehr schnell herausfinden, welche Karten man in seinem Set haben möchte; viele klingen interessant, haben aber nicht die Auswirkungen, die man sich erhofft. Der nachhaltigste, negative Aspekt dieses, durchaus unterhaltsam gemachten Spiels, sind die oben beschriebenen Kämpfe. „Nicht schon wieder“ habe ich das eine oder andere mal gedacht. Und dieser Eindruck hat mich auch dazu gebracht, den Daumen über diese ungewöhnliche Spiel zu senken. Leider.
Man könnte meinen, es sei ganz schön RANDOM
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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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