Toy Odyssey: The Lost And Found Free Download [Keygen]
- juibateporosdown
- Jul 28, 2019
- 17 min read
Updated: Mar 10, 2020
About This Game Toy Odyssey is a Metroidvania style action-platformer that takes you back to a world made from the nightmares of your childhood. Join Brand—an action figure that has come to life—in his fight against the darkness to save his owner, Felix. Nightmares are only the start of his troubles: Brand needs to uncover the secrets of the house before it's too late.Key Features•Unlimited replayability with procedural level generation•Metroidvania style puzzles and missions•Hard-as-nails gameplay as a dedication to the difficulty of classic games•Beautifully detailed art, reminiscent of classic 8-bit and 16-bit platformers•Over 30,000 lines of (skippable) dialog for those that want a good story•Hundreds of weapon and item upgrades with a detailed crafting system•More than 300 types of enemies, as well as seven terrifying bosses.•Base Defense gameplay mechanics: Protect the bedroom at all costs! a09c17d780 Title: Toy Odyssey: The Lost and FoundGenre: Action, Adventure, IndieDeveloper:HikergamesPublisher:HikergamesRelease Date: 20 Sep, 2016 Toy Odyssey: The Lost And Found Free Download [Keygen] toy odyssey the lost and found ps4. toy odyssey the lost and found trainer. toy odyssey the lost and found review. toy odyssey the lost and found ps4. toy odyssey the lost and found trophy guide. toy odyssey the lost and found apk. toy odyssey the lost and found steam. toy odyssey the lost and found wiki. toy odyssey the lost and found review. toy odyssey the lost and found gameplay. toy odyssey the lost and found gameplay. toy odyssey the lost and found test. toy odyssey the lost and found pc. toy odyssey the lost and found download. toy odyssey the lost and found download. toy odyssey the lost and the found. toy odyssey the lost and found wiki. toy odyssey the lost and found trainer. toy odyssey the lost and found trophy guide. toy odyssey the lost and found mod apk. toy odyssey the lost and found. toy odyssey the lost and found. toy odyssey the lost and found pc. toy odyssey the lost and found apk. toy odyssey the lost and found android. toy odyssey the lost and found android. toy odyssey the lost and found steam. toy odyssey the lost and the found. toy odyssey the lost and found test. toy odyssey the lost and found mod apk good game :)!!!. 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 difficulty with each floor) instead of going horizontally to maximize my gain per run without dying, but it just doesn't change. It's all still just RNG, RNG and more RNG. It has the foundation of a great game, but it needs some serious rebalancing to actually be fun. It is with regret that I give up on the game, uninstall it and give it a thumbs down review.. good game :)!!!. Viet Pride <("). Very much follows the idea of Rogue Legacy, where in one life you're going out to boost your character then another you're trying to take on a lot of hard enemies.Except this game isn't exactly polished. I like the idea behind the game but the game itself after awhile becomes a drag. I met every enemy within the first 5 hours of gameplay and saw the same things over and over after that. This however didn't bother me, I was considering leaving a positive review once I got a decent distance through the game. That was before I got to the bosses.Now I rant in random directions. First off, the English in this game isn't the greatest. The first side-quest you get isn't even something you can do until you're strong enough to explore deeper into the house.If you exit the game and come back you have a chance to get raided... the whole raiding in general doesn't seem important enough to be included in the game. Especially because it's annoying to go out and collect items (with limited carrying space) then get back to find that your last trips' worth is all gone. Sure, there are defenses you can build, but how are you supposed to build those defenses when you continually are getting raided? At the stage I'm in I have my defenses strong enough to win most raids, it's just that it makes early game kind of annoying, it doesn't really make the player want to stay.To jump to what I disliked the most... which occurred after getting to the 10th main quest to defeat a boss. I thought the boss would be a bit of a challenge compared to what all the other quests were (such as clear a room of beatable enemies to save a companion). Oh how I was wrong. At first I thought the first boss was always the same library boss after getting it 4 times in a row (mind you, failing each time) until I got another boss, the tower, which was just as extremely hard as the first one. With the library boss the attacks are not easy to dodge, not only that but the books that fall down go too fast for anyone to even try to dodge. Every single attack from the boss did 60 damage. There's no way to heal up during the battle (unless of course there's an item I didn't get to further in the game). The boss would start out slow and almost managable (besides falling books) but as you weakened it it would start sending more attacks and more attacks making it extremely difficult to survive. I could only ever get it down to half health before dying. After figuring out that there was another boss, I guessed that the player would be able to fight a boss every 10 quests. However, I realized that the game really wants players to continually grind until strong enough to beat the bosses. Continually grinding isn't fun which is why I have to leave this as a negative review.. This game is good. Toy Odyssey seems like a game that would be really good, and for short periods of time, it is. Unfortunately, it falls short (but just barely so) on nearly everything. I should also note that about 4-6 hours of gameplay were in offline mode.Pros:+Interesting concept: The toy designs are all really interesting and the main character is pretty cool. The room design is well thought out and the story seems really good thus far.+Good sound effects: I can't exactly say why I noticed this, but the sound effects felt really fitting, given that you are literally a toy. I thought it was amazing that the player "hears" from the perspective of an average-sized human being. Swords won't sound like swords, but like tiny toothpicks being swung. It's probably my favorite part of the game.+Fun core gameplay: Like all rogue-lites, the gameplay is compelling. There's always an urge to go a bit further, especially if there's the possibility of reward.Cons:-Repetitive, even for a rogue-lite: Unfortunately, after a few runs through the house, I began to dread trekking through the first few rooms to get to a new area. Sure, the rat holes offer fast travel, but on some runs they barely appear, or appear in mostly useless places.-Little to no rewards: The first time I came across a chest and was greeted with a spinning card, I was excited to recieve a new weapon, as I was doing paltry damage to the other toys. Instead I was given a blueprint for a silver sword. I planned to craft it as soon as possible, but was told by the game that I needed to craft every sword before the silver sword before I could make my prized posession. I didn't have a single one of the blueprints for the previous weapons, and I still haven't obtained one, despite getting the blueprint very early in my gameplay.-Glitchy Spawns: Normally I wouldn't point this out in its own flaw section, but since it makes up the majority of my deaths, I believe it needs to be addressed. Sometimes I entered a room (usually from below) only to spawn on top of a group of enemies, taking massive damage and getting knocked away from the door. It feels like there is a "anti-spawn radius" next to doors that enter from the side, but some enemies get projectiles or attacks that trigger so fast it seems like it needs to be bigger.-Strange VA. sound balance issues, and poorly translated text: The voice acting for the game is a bit strange. Some characters sound fine, and the base audio quality really shows in these characters, but others, like Brand, sound like they're reading the lines with a gun to their head, as fast as possible. The sound balance is also an issue, as sound effects (like in the baby room for example) are much louder than music and dialogue. This may be a problem with my sound system (as I've noticed it in a few other modern games), so don't take that point as absolute fact. The text, however, is poorly translated in some areas. It isn't a huge problem, and is still readable by all means, which is why I included it with two other minor points, but it is very noticeable.Overall I wanted to like Toy Odyssey, but it pushed me away with a lot of tiny punches. It was at the top of my wishlist for months, so I was very disappointed to see it fall flat. There is a good chance I will play it more, and will change my review to reflect any changes in my opinion, but for now, I think it would be best to pass on this one.. Very much follows the idea of Rogue Legacy, where in one life you're going out to boost your character then another you're trying to take on a lot of hard enemies.Except this game isn't exactly polished. I like the idea behind the game but the game itself after awhile becomes a drag. I met every enemy within the first 5 hours of gameplay and saw the same things over and over after that. This however didn't bother me, I was considering leaving a positive review once I got a decent distance through the game. That was before I got to the bosses.Now I rant in random directions. First off, the English in this game isn't the greatest. The first side-quest you get isn't even something you can do until you're strong enough to explore deeper into the house.If you exit the game and come back you have a chance to get raided... the whole raiding in general doesn't seem important enough to be included in the game. Especially because it's annoying to go out and collect items (with limited carrying space) then get back to find that your last trips' worth is all gone. Sure, there are defenses you can build, but how are you supposed to build those defenses when you continually are getting raided? At the stage I'm in I have my defenses strong enough to win most raids, it's just that it makes early game kind of annoying, it doesn't really make the player want to stay.To jump to what I disliked the most... which occurred after getting to the 10th main quest to defeat a boss. I thought the boss would be a bit of a challenge compared to what all the other quests were (such as clear a room of beatable enemies to save a companion). Oh how I was wrong. At first I thought the first boss was always the same library boss after getting it 4 times in a row (mind you, failing each time) until I got another boss, the tower, which was just as extremely hard as the first one. With the library boss the attacks are not easy to dodge, not only that but the books that fall down go too fast for anyone to even try to dodge. Every single attack from the boss did 60 damage. There's no way to heal up during the battle (unless of course there's an item I didn't get to further in the game). The boss would start out slow and almost managable (besides falling books) but as you weakened it it would start sending more attacks and more attacks making it extremely difficult to survive. I could only ever get it down to half health before dying. After figuring out that there was another boss, I guessed that the player would be able to fight a boss every 10 quests. However, I realized that the game really wants players to continually grind until strong enough to beat the bosses. Continually grinding isn't fun which is why I have to leave this as a negative review.. 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 difficulty with each floor) instead of going horizontally to maximize my gain per run without dying, but it just doesn't change. It's all still just RNG, RNG and more RNG. It has the foundation of a great game, but it needs some serious rebalancing to actually be fun. It is with regret that I give up on the game, uninstall it and give it a thumbs down review.. Okay, it took me about an hour to understand the concept of this game. First of all, it's in the style of "Castlevania-whatever else games" in that style you know, etc. Secondly and the most important part of this game is that it's actually based around you dying. Follow me on this:You're a toy named Brand and every night you come alive and have to fight other toys that are the "Lost Ones" meaning that they don't have an owner anymore, also every night the house changes randomly, heavily RNG based, for example you could find a slot machine in the first room in the first night and it wouldn't be there in the second night, etc.While the RNG mechanic seems lackluster due to enemies actually happening to get stuck between the RNG'd beams that don't allow them to jump or move anymore, it's actually helpful to you. You have only 6 inventory slots and when you die any cash (nuts) you have and whatever items you grabbed from the other toys to fill those 6 slots are put into your room.In your room you can craft new weapons if you RNG-find the blueprint or heavily fortify the room with the cash and materials you got from other toys.It's like that one movie with Tom Cruise. I'm totally digging it.

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