45
Products
reviewed
105
Products
in account

Recent reviews by Frost

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Showing 1-10 of 45 entries
No one has rated this review as helpful yet
10.3 hrs on record (3.3 hrs at review time)
God was not involved in the creation of Clownpiece
Posted 22 April.
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1 person found this review helpful
3.4 hrs on record (3.1 hrs at review time)
beware the tatara that kogasa

upon further playing i have decided that this game is miserable but because im stubborn i will still try and 1cc and i wont change my rating
Posted 11 February. Last edited 2 March.
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No one has rated this review as helpful yet
26.0 hrs on record
You will not succeed in using the Wheel of Fortune tarot card, but that doesn't mean you shouldn't try at every opportunity you get.
Posted 11 February.
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1 person found this review helpful
1 person found this review funny
20.5 hrs on record (19.5 hrs at review time)
I'll rate the games individually based on how fun they are to play in a party

setting (friends/family in person) and on like a discord [D] stream (computers, virtual)

Champ'd Up -

Quiplash 3 -

Devils and the Details -

Talking Points -

Blather Round -


Overall this pack is really good, I'd say it's worth

Posted 11 February.
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No one has rated this review as helpful yet
14.6 hrs on record
I'll rate the games individually based on how fun they are to play in a party

setting (friends/family in person) and on like a discord [D] stream (computers, virtual)

Tee K.O. -

Quiplash 2 -

Trivia Murder Party -

Guesspionage -

Fakin' It - I have never played this game.

Overall this pack is pretty good, I'd say it's worth

Posted 11 February.
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1 person found this review helpful
11.4 hrs on record (5.6 hrs at review time)
oguu
Posted 29 December, 2024.
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No one has rated this review as helpful yet
99.3 hrs on record (28.5 hrs at review time)
No
Posted 27 December, 2024.
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1 person found this review helpful
63.1 hrs on record (24.0 hrs at review time)
pretty good. it's a lot like proper, old JRPGs and can get really repetitive at times but it still finds ways to throw some spice into the mix. plus all the characters are touhous so you can play with your (probably useless) faves

BUY WHILE IT'S ON SALE FOR 80 CENTS
Posted 21 December, 2024.
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No one has rated this review as helpful yet
10.9 hrs on record
perro machete
Posted 6 November, 2024. Last edited 11 February.
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5 people found this review helpful
13.6 hrs on record
1.17 EDIT: Don't buy this game. This update broke game balance further by introducing more steep RNG (reforges) that can and will either do absolutely nothing for you or break the next 20 floors you're facing down. The game still feels like a trudge through a swamp and the fixes have not addressed key issues with the game. No meta-progression, no unlocks, no enemy diversity, no build diversity, no general purpose/direction. Combat is as stripped-back as it's ever been, characters play the same as one another due to their bonuses not kicking in until halfway thru a run (and before then they just have one of the now six or seven set bonuses you can have going at once), and it just leaves you wanting to quit the game as soon as a run starts. The loop is simple: you get good loot from either luck or brute forcing market resets, and then you spam click Combat until something kills you, where you'll then spend 2 seconds to swap targets and continue the process ad nauseam. That is what you do until you reach a room with 3 enemies perfectly tailor-made to end YOUR playstyle's run and then you die right there. Nothing was gained from that run, and the only mistake you possibly made was to run that playstyle or to be unlucky. You won't gain anything from trying again and you will have zero new tools at your disposal when you start a new one. Why play this game?

1.14 EDIT: So the game has gone through a handful of balance changes since I made my original review but despite this I still do not recommend the game (at full price). Item salvaging, the shop, gold scaling/acquisition, enemy scaling, and gear have all been tinkered with a bit but the game still plays the exact same. However, you can no longer get the braindead combo of Demonic + any high power set (Gold w/crown, Flesh, etc.) and the omnihit buff is now relegated to a potion (I think? I don't actually remember). Set bonuses and skill trees have been altered a bit which makes for really funny cases like Jace's set bonus not taking effect until you're nearly at the point where you'd get his last border (so for most of the game you're just playing white bread with Arthur's Mark). Items don't feel more fair, enemies don't feel (meaningfully) less BS, and most importantly there is STILL NO META-PROGRESSION! It's a very petty thing to insist on, yes, but realistically there is zero purpose to doing a run in this game aside from collecting achievements. Play any other roguelike and there is a goal aside from reaching 'the end,' an end which doesn't even exist in this game due to it being endless. I unfortunately have one phrase to say to the devs of this game at this point in time--"what is the point of playing your game?" I will update this review once the next patch comes out, if it ever does.

I am absolutely willing to change this review down the line, but as it stands I do not recommend anyone pay $10 for Megaloot.

The graphics, SFX, concept, and flow are all fantastic and work with each other in a satisfying way that has stayed with it since the Demo versions first started floating around. I also loved the idea present in those demos that some characters were just BETTER than others but cost more of the pre-run resource to use due to the benefits provided by using them. Additionally, I liked that you unlocked new buffs, debuffs, and characters as you reached higher and higher floors (again in the Demos) and can see how that could also be expanded to a meta-progression system present in many other roguelike/roguelite titles.

However, this full release actually stripped back some of the features I enjoyed and implemented more that make the game all the more difficult to recommend wholeheartedly.

Firstly, there is no meta-progression to speak of. You have every character and their respective skill trees unlocked from the moment you open the game and the only 'unlock' you have access to are somewhat buggy borders and underbaked "lore chapters" for each individual character. It's evident this mechanic was an afterthought because despite reaching floor 20 on Elys I do not see any border nor lore tab on her profile when I check it, whereas Fren's appear just fine.

Secondly, you are now more so than ever forced into single playstyles for each character, minimizing replayability and reducing the amount of variation (and thus fun) to be had in each given run. Characters have skill trees that provide flat stat buffs (and now class set bonuses as well?) to only one attacking type and the distribution of buffs essentially require that you pick three different ones (usually if there are two crit dmg buffs in a row one will be 25% and another will be 10%, this applies to other stats as well). The mechanic of mana has been untouched while skills and blocking have been removed giving the character only three possible actions per turn--salvaging items for temporary stats, attacking, or skipping your own turn--making each character far less unique. Additionally, a new resource 'energy' was implemented for non-mana characters (presumably non-magic ones specifically) that provides no function unless you have a set bonus that consumes it, which some characters just flat out do not come with. Fren and Elys' set bonuses do consume their respective resources (which oddly are different despite both being physical characters, but I digress) whereas some others just never even end up using their allotted resource unless you go out of your way to equip them with something that'll consume it.

Third, enemies fall into three classes. There are the cannon-fodder enemies that do nothing (slimes, bats, most early enemis), total counters to certain characters (Slorns which can and will one-shot you, magic-shield skeletons that can absorb 10+ hits for some reason, and Cloud Dragons that will bypass your evasion and, assuming two are on the field and you do not have the demonic set, guarantee you die past a certain floor lvl), and the ones that seem like duplicates of others (all of the ones that inflict confuse act nearly identical outside of stats). The only exceptions are the super annoying enemies like Pintos, Goblins, and Saturns which just drag on your run and/or give you the chance to just randomly die twice in a row and end your run there.

Lastly, items feel obsolete once you start being able to accumulate high enough amounts of gold since the end of each floor lets you effectively permanently equip one (repeatedly if you want) and make the ones you wear feel pointless. Sure, it is valuable to have a large amount of gold armour/rings to enhance the buff given by the crown, heart of gold, etc., but at the end of the day why not just salvage a giant's ring and give yourself a trillion more HP then go Flesh Set? Even back in the later Demos flesh set was just a free win due to how unkillable it makes you past a fairly early point in the run.

In conclusion, the game has the right foundations. It's in a rough spot with balance, progression (missing it entirely), and ultimately it seems to lack direction. I have hope for it though since it's come a decent way since it began, but I do hope they consider the feedback they've been given by myself and others--given the frequency of updates, I have reason to believe it'll happen.

Keep an eye on this game, I'd say
Posted 2 October, 2024. Last edited 22 February.
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Showing 1-10 of 45 entries