Little Town Hero
10 😀     6 😒
57,17%

Rating

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$24.99

Little Town Hero Reviews

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.
App ID1183510
App TypeGAME
Developers
Publishers GAME FREAK inc.
Categories Single-player, Steam Achievements, Steam Cloud, Partial Controller Support
Genres RPG
Release Date9 Jul, 2020
Platforms Windows
Supported Languages English, Simplified Chinese, Traditional Chinese, Japanese

Little Town Hero
16 Total Reviews
10 Positive Reviews
6 Negative Reviews
Mixed Score

Little Town Hero has garnered a total of 16 reviews, with 10 positive reviews and 6 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Little Town Hero over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 6 minutes
No fullscreen.
👍 : 48 | 😃 : 4
Negative
Playtime: 596 minutes
turn-based big brain boss rush made by game freak with music by toby fox
👍 : 6 | 😃 : 2
Positive
Playtime: 14474 minutes
This is a charming story that could be in a kids anime. A main quest to solve the mystery of the monsters in Town. Several side quests to help the Townspeople. Very enjoyable if you don't take it too seriously. This is a fun Card Game with Board Game elements. Your Deck is called your "Headspace" Each turn you draw Cards called "Ideas" until you have 5 in play Ideas start as an "Izzit" that cost from 0 to 6 "Pow" to turn into a usable "Dazzit" Pow is a resource that you get at the start of each turn, early game you get 3, growing to 6 by late game There are 3 kinds of Ideas Red Attacks. Used once per turn. Needed to damage opponent health. Yellow Defense. Unlimited use. Blue Support. If you can clear the opponent's field and have an unused Red you can attack directly or run. Running grants you "Free Mobility" If you don't have a Red you get a "BP", up to 6, that can be spent to pull ideas from your headspace or revive all broken ideas. Between turns is the boardgame section. You roll a 4 sided die and move that number of spaces. If you have "Free Mobility" you chose where to land up to 4 away or 1 through the opponent's space. Scattered throughout the map are spaces that give you a bonus. Some are people you unlock with their own abilities that you can use during your turn. Some are Gimmicks you need a specific Dazzit to activate. Some are unique ideas given to you from townspeople that get added to your headspace. You use these mechanics to beat each day's boss. There are 9 main story Bosses and 2 side quest bosses. The gameplay is just hard enough to require strategy to beat. By the final Boss you need to master both Card and Board Game elements. By using BP to draw and revive your Free Mobility Ideas you can land on the spaces you need to win. I love this game. I've 100% it on Switch, PS4, and Steam. I dream of a day where the IP can live on.
👍 : 0 | 😃 : 0
Positive
Playtime: 12 minutes
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.
👍 : 4 | 😃 : 0
Negative
Playtime: 13 minutes
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.
👍 : 44 | 😃 : 4
Negative
Playtime: 1331 minutes
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!
👍 : 14 | 😃 : 3
Positive
Playtime: 572 minutes
It doesn't support full screen yet. This is very embarrassing. Was very excited.
👍 : 71 | 😃 : 6
Negative
Playtime: 1643 minutes
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.
👍 : 123 | 😃 : 3
Positive
Playtime: 777 minutes
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.
👍 : 43 | 😃 : 2
Negative
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