Updated because now the cons officially outweigh the pros.
It's a sad decade for Marble games for certain, but I'd be lying if I didn't say a lot of them conjured up some very creative results. Lost Marbles is a creative game with an interesting concept of using teamwork between different elements of marbles to get around obstacles. Alone the concept and ideas are extremely spot on, but they fall short due to the wonky 3D perspective and extremely harsh clear times, and while I am enjoying the game, these problems are hindering me from enjoying it more.
One thing I'll make clear: The par times displayed in these levels are very difficult to pass, even in chapter 1. Par times this strict should be renamed to challenge times instead. Par times are flexible time limits that allow for the players to clear the level efficiently while still allowing a few hiccups here and there; the time limits set right now are NOT par times.
The other qualm I found was that the 3D perspective is pretty unusual in some areas. It's probably because of how plain some of the platforms look that there's not much depth to them, and because of that it makes it hard at times to judge the length of a jump.
There are other problems like Hardcore mode not letting you keep your unlockables if you die and have to restart older levels again, and the fact that that the hole you jump through in Fatal Attraction needs some serious fixing. Hardcore would be so much more tolerable if you just had to restart the same level from the beginning instead going back a level, the developers just don't want you to enjoy the extra modes. But even that is just a poor excuse for a hard mode. If you really want to make a hard mode then make it so you play through the levels with extra obstacles instead of just them being the same levels but with no checkpoints and having your progress unfairly set back to the last level you beat. Repetition does NOT equal harder difficulty.
It's not just the big problems that make this game below average, but there are many small problems as well. For example the paper marble in its shrunken form doesn't get carried with moving platforms, resulting in it just falling out of bounds and dying. Another example is if you use the speed boost as the metal marble but so much as scrape against a wall, your momentum stops no matter where you're at in the boost, and because of how flimsy the camera control is I found myself unable to avoid hitting walls 7 times out of 10 when trying to beat the unjust par times.
Take it from someone well versed in just about every marble game in existance, this game is far from perfect, in fact it is not even tolerable. Lost Marbles does have a very fun concept, with some outstanding ideas poured in as well, unfortunately with the problems stated above it hinders the enjoyment of what is a really innovative game. The graphics are also hit or miss; while the game graphics look nice the menu GUI are incredibly ugly an unprofessional. Essentially it is hit or miss in all aspects, but once again the cons outweigh the pros by a solid margin.