![]() Nova Labs: Extend the time limit to December Year 2 (see below). Suggest upping the guest number requirement – I topped 1000 by early year 2 when the experience rating finally peaked. Nevertheless felt like a little more of a challenge, with pickier guests grumbling about the cold.īiscayne Beach: Really simple design worked surprisingly well. Ice-shelf islands: Nice design it cost far too little to mass-flatten most of it. Could easily call for a larger guest objective. Mystic Oasis: Nice design, fairly straightforward. Scenarios up to and including Coral Island are pretty good, and feel like a nice ‘first act’ of the campaign. ![]() Many of the levels also feel simply too short. In particular, the campaign feels very uneven: some levels (and their objectives) are really interestingly crafted, while others feel rushed and ultimately unsatisfying. There are, however, a couple of more specific points which I'm finding a little frustrating. So yes, the campaign is easy overall - which isn't necessarily a bad thing, although personally I feel far more motivated when playing if I'm chasing goals rather than a free build. The shop stocking mechanics, scenery calculations and other more fleshed-out strategy aspects in particular are great additions and superbly executed!Īs I’m now roughly 2/3 through the campaign, I thought I’d add a bunch of thoughts and suggestions in case the devs find them useful – and I’d be interested to hear what others think too. Firstly, it’s worth noting that Parkitect is a real breath of fresh air, and really feels like a *proper* update on RCT (which I spent far too much of my childhood playing!).
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