Buildings Have Feelings Too is essentially a city-building management game without the people. Instead of keeping a growing population happy, you instead have to please personified houses, office blocks, industrial chimneys, and more as you work through Victorian times to the modern age. It's an odd but likeable premise, and certainly unique.
Playing as a nondescript building with great organisational skills, you take on various tasks in order to get the town looking lovely. Your goal is to improve the overall appeal of a location, and you do that by installing buildings and giving them jobs, so to speak, that are compatible with their neighbours. A block of flats, for example, provides residents to nearby structures, and in turn, wants to be positioned near a pub to improve its appeal. Conversely, placing those flats next to, say, a linen mill will reduce its appeal because of the pollution. In essence, the game becomes a puzzle — you need to try and optimise the appeal by lining up the right buildings in the right way.
Initially it's quite a novel experience, despite controls feeling fairly clunky. You solve problems, earning bricks with which to create new buildings and slowly unlock new business types, which expand your options. However, after a while, it becomes more difficult to manage; if a building is really lacking appeal, a circular meter will begin to fill. If you let it fill up, the building's business will close, and will be essentially useless. The trouble comes when you have buildings that won't move, and more than one suffering this red circle. This is just an example really, but the point is that the gameplay becomes too complicated. After a while, it loses the fun factor, and becomes a frustrating balancing act with too many plates to spin.
Comments 6
It sounds like the sort of game I'd like to give a go, but for no more than £5. Plus giveaway maybe?
Darn, I've been looking forward to this for ages.
Wow a 4 seems harsh! It has a unique concept and good artwork, which is more than I can say for a lot of boring regurgitations that seem to get high scores. Different strokes I guess.
@Breekhead I haven't played this game so its not a judgment on it specifically; just a general statement: A tried and true (non-unique) concept with mediocre graphics can still make an enjoyable game; but a unique concept with amazing graphics can't make a poorly designed game good.
@thedevilsjester Of course, I’m not disagreeing with that. In fact I play a bunch of games that aren’t particularly reinventing the wheel but are super fun.
I guess it’s just I’m sometimes confused by the wide range of scores sometimes and feel sorry for the developers that come out with beautiful unique things like this and get basically a failed rating.
And I get that different games appeal to different people but it’s sometimes difficult to gauge what might appeal to you depending on the reviewer. Does each reviewer on Pushsquare cover a different genre or is it random what game they might review.
For example DayZ got a measly 2 out of 10 while Zombie Army 4 gets 8.. is this the reviewer’s bias or is it a fair reflection and comparison of each game? They’re both zombie games (which I love), DayZ is full of bugs but is so immersive that I keep playing it and enjoying the experience. I played 20 minutes of Zombie Army 4 and deleted it, it was boring as hell and the movement felt bad, like I was playing a PS1 game. But that’s just me.
The point is even though I really didn’t like a game like Zombie Army 4 I wouldn’t piss on it by giving it a 2 or even a 4... that would be reserved only for a game that basically didn’t work or was like a bad knockoff mobile game.
@Breekhead I understand; the problem, at its heart, makes reviews meaningless unless you trust the specific reviewers opinions on that specific type of game.
I generally scan a few reviews from different sites on a game for the key words that would make or break a game for me; and then if it passes that sniff test, I start to dig deeper.
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