Sterling silver jewelry, handmade beaded jewelry, and accessories
Title: Toy Odyssey: The Lost and Found
Genre: Action, Adventure, Indie
Release Date: 20 Sep, 2016
toy odyssey the lost and found mod apk. toy odyssey the lost and found. toy odyssey the lost and found gameplay. toy odyssey the lost and found review. toy odyssey the lost and found trainer. toy odyssey the lost and found test. toy odyssey the lost and found apk. toy odyssey the lost and found. toy odyssey the lost and found trainer. toy odyssey the lost and found wiki. toy odyssey the lost and found pc. toy odyssey the lost and found pc. toy odyssey the lost and found trophy guide. toy odyssey the lost and found android. toy odyssey the lost and found ps4. toy odyssey the lost and the found. toy odyssey the lost and found review. toy odyssey the lost and found test. toy odyssey the lost and found gameplay. toy odyssey the lost and found steam
Concept is fine but controls feel sluggish and randomly generated levels are rubbish, some completely impassable.. Nothing new or interesting.
4/10. The RNG is too damn high! This game would've been fun if it wasn't for its absurd over-reliance on RNG. Everything about it is just pure, unleashed RNG with no mitigation. It's just not fun.
The game plays pretty similarly to Rogue Legacy in that it's a procedurally generated (much more so than RL) Metroidvania-ish platformer roguelite where you make runs through a randomly generated house, trying to find crafting materials and blueprints and getting further and higher into the house. The higher you go, the harder it gets. One thing it does differently from RL, which I like, is that if you return to your home base alive, you will get the benefits that you would otherwise get from dying without the whole house resetting, so you can keep exploring the same house as long as you return home when your HP gets low. There are teleports that facilitate this and it works pretty well.
Combat, movement and room layouts also work mostly well, though you need a few upgrades to really make your character feel good to play. The starting character is a bit crap, but once you've unlocked triple air dashes, triple jumps and +300% attack speed, which is my build, the character is much more fun to play. This is strike one, since no game should start out a boring chore until you've unlocked stuff.
Strikes two, three and all the way up to 475 is the fact that everything about this game is RNG. Everything. Even the quests! Aside from a few nice quests that actually tell you where to go and what to do, every quest in the game boils down to getting lucky with RNG. They tell you to find a certain item in a certain room, or kill a certain enemy, or activate a machine in a specific room type, and you have no control over any of this. The only way to complete the quest is to just wander into that certain room and hope to get lucky. On top of that, the quest progression is just completely bonkers. It's nuts. The first few side quests you get are more appropriate for mid-game with some upgrades under your belt, so you will be stuck with them for hours until you get enough upgrades to complete them, then you can rattle off like a dozen quests which are far easier and that you completed in the meantime, then you get stuck with a few absurd ones again and then it loops like that. Stuck on the same quest for 7 hours, then when you complete that one, the quest giver has like five more you completed in the meantime. It's like they put zero thought into arranging the quests.
The only other thing to do in the game, besides quests, is gather blueprints and materials, both of which are completely RNG. The material drops are controlled in that specific enemies drop specific pieces, which is nice, but there doesn't really seem to be any rhyme or reason to where these enemies spawn. Can't check the map and know that this enemy you need to farm is in the dining room and the other one is in the garage. It's just totally random, all you can do is wander around and hope that they spawn.
But that's not even the worst part, no, the worst part is that they haven't programmed any mitigation whatsoever into the blueprint RNG drops, and all of them are made with the kind of crafting where you have to sacrifice the previous tier weapon to build the next tier. So if you build Sword 1 and want to build Sword 2, you have to scrap Sword 1. If you want ot make Sword 3, you scrap Sword 2. If the weapon category branches off, so there's Sword 3a and Sword 3b, you have to craft 1 and 2 for 3a and then do it again for 3b. That's okay, I guess, even if it feels sort of like a mobile game where I'm supposed to pay money to get this to go faster, but the worst part is how these blueprints drop. Since there are so many of them, you have no chance of getting them in the correct order. You will be getting Sword 15, 19, 27 and so on long before you get 2, and since you can't craft any of those without Swords 1-14 unlocked and ready to craft, they just sit there in your crafting menu and do nothing, and you end up spending 15 hours of the game using the same weak weapon until you can suddenly craft like 50 things all at once. They've tried to solve this in the laziest way possible - by just giving you a strong weapon as a quest reward early on. So not only can you not craft any of these things, there isn't even any reason to since that weapon outclasses everything (at least if you have some attack speed buffs) until you're able to start crafting endgame gear.
The final nail in the coffin for this game is the fact that even if you quit out of the game in a survival status, meaning you got back home without dying and are still in the same house, the house will still reset the next time you load it. If you have any hopes of exploring the whole house, which in my opinion is a lot more fun than just resetting the house every 15 minutes, you have to do it all in one go or leave the game on. And the house is huge. Exploring all of it easily takes 3-5 hours and the fact that we're not allowed to save this progress is just inexcusable. This developer seems oblivious to the fact that people have jobs, school and other things to do and can't spend 5 hours on a run in a roguelite with no saving.
It's really too bad and very disappointing. I spent 20 hours loving the basic formula of this game, and the combat once I got used to it and unlocked some additional moves, but hating how boring and distant every quest and crafting action felt. I was hoping it'd feel better once I had the blueprints and could pick what to craft, and when my character was good enough to runs straight up the house (raising the